{ C, 0, 1, 1, 1 }
};
-void brw_wm_lookup_iz( GLuint line_aa,
- GLuint lookup,
- GLboolean ps_uses_depth,
- struct brw_wm_prog_key *key )
+/**
+ * \param line_aa AA_NEVER, AA_ALWAYS or AA_SOMETIMES
+ * \param lookup bitmask of IZ_* flags
+ */
+void brw_wm_lookup_iz(struct intel_context *intel,
+ struct brw_wm_compile *c)
{
GLuint reg = 2;
+ GLboolean kill_stats_promoted_workaround = GL_FALSE;
+ int lookup = c->key.iz_lookup;
+ bool uses_depth = (c->fp->program.Base.InputsRead &
+ (1 << FRAG_ATTRIB_WPOS)) != 0;
assert (lookup < IZ_BIT_MAX);
-
+
+ /* Crazy workaround in the windowizer, which we need to track in
+ * our register allocation and render target writes. See the "If
+ * statistics are enabled..." paragraph of 11.5.3.2: Early Depth
+ * Test Cases [Pre-DevGT] of the 3D Pipeline - Windower B-Spec.
+ */
+ if (c->key.stats_wm &&
+ (lookup & IZ_PS_KILL_ALPHATEST_BIT) &&
+ wm_iz_table[lookup].mode == P) {
+ kill_stats_promoted_workaround = GL_TRUE;
+ }
+
if (lookup & IZ_PS_COMPUTES_DEPTH_BIT)
- key->computes_depth = 1;
+ c->computes_depth = 1;
- if (wm_iz_table[lookup].sd_present || ps_uses_depth) {
- key->source_depth_reg = reg;
+ if (wm_iz_table[lookup].sd_present || uses_depth ||
+ kill_stats_promoted_workaround) {
+ c->source_depth_reg = reg;
reg += 2;
}
- if (wm_iz_table[lookup].sd_to_rt)
- key->source_depth_to_render_target = 1;
+ if (wm_iz_table[lookup].sd_to_rt || kill_stats_promoted_workaround)
+ c->source_depth_to_render_target = 1;
- if (wm_iz_table[lookup].ds_present || line_aa != AA_NEVER) {
- key->aa_dest_stencil_reg = reg;
- key->runtime_check_aads_emit = (!wm_iz_table[lookup].ds_present &&
- line_aa == AA_SOMETIMES);
+ if (wm_iz_table[lookup].ds_present || c->key.line_aa != AA_NEVER) {
+ c->aa_dest_stencil_reg = reg;
+ c->runtime_check_aads_emit = (!wm_iz_table[lookup].ds_present &&
+ c->key.line_aa == AA_SOMETIMES);
reg++;
}
if (wm_iz_table[lookup].dd_present) {
- key->dest_depth_reg = reg;
+ c->dest_depth_reg = reg;
reg+=2;
}
- key->nr_depth_regs = (reg+1)/2;
+ c->nr_payload_regs = reg;
}