Merge remote-tracking branch 'mesa-public/master' into vulkan
authorJason Ekstrand <jason.ekstrand@intel.com>
Sat, 3 Oct 2015 18:32:29 +0000 (11:32 -0700)
committerJason Ekstrand <jason.ekstrand@intel.com>
Sat, 3 Oct 2015 18:32:29 +0000 (11:32 -0700)
1  2 
src/glsl/nir/nir.h
src/mesa/drivers/dri/i965/brw_fs_nir.cpp
src/mesa/drivers/dri/i965/brw_nir.c
src/mesa/drivers/dri/i965/brw_vec4_nir.cpp
src/mesa/drivers/dri/i965/brw_wm.c
src/mesa/drivers/dri/i965/brw_wm.h
src/vulkan/anv_compiler.cpp

Simple merge
Simple merge
index 087bf5a53e1589a5eb47b198966235f414b97e53,98920463503e0ee954f8ce90480a4efde726e253..21048885755abd37c63497627df7390078f29464
   * Return a bitfield where bit n is set if barycentric interpolation mode n
   * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
   */
 -static unsigned
 +unsigned
- brw_compute_barycentric_interp_modes(struct brw_context *brw,
+ brw_compute_barycentric_interp_modes(const struct brw_device_info *devinfo,
                                       bool shade_model_flat,
                                       bool persample_shading,
-                                      const struct gl_fragment_program *fprog)
+                                      nir_shader *shader)
  {
     unsigned barycentric_interp_modes = 0;
-    int attr;
  
-    /* Loop through all fragment shader inputs to figure out what interpolation
-     * modes are in use, and set the appropriate bits in
-     * barycentric_interp_modes.
-     */
-    for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
-       enum glsl_interp_qualifier interp_qualifier =
-          fprog->InterpQualifier[attr];
-       bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
-          !persample_shading;
-       bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
-          persample_shading;
-       bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
-       /* Ignore unused inputs. */
-       if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
-          continue;
+    nir_foreach_variable(var, &shader->inputs) {
+       enum glsl_interp_qualifier interp_qualifier = var->data.interpolation;
+       bool is_centroid = var->data.centroid && !persample_shading;
+       bool is_sample = var->data.sample || persample_shading;
+       bool is_gl_Color = (var->data.location == VARYING_SLOT_COL0) ||
+                          (var->data.location == VARYING_SLOT_COL1);
  
        /* Ignore WPOS and FACE, because they don't require interpolation. */
-       if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
+       if (var->data.location == VARYING_SLOT_POS ||
+           var->data.location == VARYING_SLOT_FACE)
           continue;
  
        /* Determine the set (or sets) of barycentric coordinates needed to
index 667edf2eddf7a9a20724f362ed9afe71b2d32d1a,77b83b0a3f82468f72ed0c7b9a2ec0b165bfe24a..053f2ee62dd927ce515341370e3ffb612c8dc3e0
@@@ -89,12 -89,6 +89,14 @@@ void brw_wm_debug_recompile(struct brw_
  void
  brw_upload_wm_prog(struct brw_context *brw);
  
- brw_compute_barycentric_interp_modes(struct brw_context *brw,
++struct nir_shader;
++
 +unsigned
-                                      const struct gl_fragment_program *fprog);
++brw_compute_barycentric_interp_modes(const struct brw_device_info *devinfo,
 +                                     bool shade_model_flat,
 +                                     bool persample_shading,
++                                     struct nir_shader *shader);
 +
  #ifdef __cplusplus
  } // extern "C"
  #endif
index 4a00863b71847adb25fee4c4ff3640cbf6e00192,0000000000000000000000000000000000000000..c7593e61b4dcfe3d63f60dbb4153dd60fd916d15
mode 100644,000000..100644
--- /dev/null
@@@ -1,1130 -1,0 +1,1131 @@@
-       brw_compute_barycentric_interp_modes(brw, key->flat_shade,
 +/*
 + * Copyright © 2015 Intel Corporation
 + *
 + * Permission is hereby granted, free of charge, to any person obtaining a
 + * copy of this software and associated documentation files (the "Software"),
 + * to deal in the Software without restriction, including without limitation
 + * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 + * and/or sell copies of the Software, and to permit persons to whom the
 + * Software is furnished to do so, subject to the following conditions:
 + *
 + * The above copyright notice and this permission notice (including the next
 + * paragraph) shall be included in all copies or substantial portions of the
 + * Software.
 + *
 + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
 + * DEALINGS IN THE SOFTWARE.
 + */
 +
 +#include <sys/stat.h>
 +#include <unistd.h>
 +#include <fcntl.h>
 +
 +#include "anv_private.h"
 +#include "anv_nir.h"
 +
 +#include <brw_context.h>
 +#include <brw_wm.h> /* brw_new_shader_program is here */
 +#include <brw_nir.h>
 +
 +#include <brw_vs.h>
 +#include <brw_gs.h>
 +#include <brw_cs.h>
 +
 +#include <mesa/main/shaderobj.h>
 +#include <mesa/main/fbobject.h>
 +#include <mesa/main/context.h>
 +#include <mesa/program/program.h>
 +#include <glsl/program.h>
 +
 +/* XXX: We need this to keep symbols in nir.h from conflicting with the
 + * generated GEN command packing headers.  We need to fix *both* to not
 + * define something as generic as LOAD.
 + */
 +#undef LOAD
 +
 +#include <glsl/nir/nir_spirv.h>
 +
 +#define SPIR_V_MAGIC_NUMBER 0x07230203
 +
 +static void
 +fail_if(int cond, const char *format, ...)
 +{
 +   va_list args;
 +
 +   if (!cond)
 +      return;
 +
 +   va_start(args, format);
 +   vfprintf(stderr, format, args);
 +   va_end(args);
 +
 +   exit(1);
 +}
 +
 +static VkResult
 +set_binding_table_layout(struct brw_stage_prog_data *prog_data,
 +                         struct anv_pipeline *pipeline, uint32_t stage)
 +{
 +   uint32_t bias, count, k, *map;
 +   struct anv_pipeline_layout *layout = pipeline->layout;
 +
 +   /* No layout is valid for shaders that don't bind any resources. */
 +   if (pipeline->layout == NULL)
 +      return VK_SUCCESS;
 +
 +   if (stage == VK_SHADER_STAGE_FRAGMENT)
 +      bias = MAX_RTS;
 +   else
 +      bias = 0;
 +
 +   count = layout->stage[stage].surface_count;
 +   prog_data->map_entries =
 +      (uint32_t *) malloc(count * sizeof(prog_data->map_entries[0]));
 +   if (prog_data->map_entries == NULL)
 +      return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
 +
 +   k = bias;
 +   map = prog_data->map_entries;
 +   for (uint32_t i = 0; i < layout->num_sets; i++) {
 +      prog_data->bind_map[i].index = map;
 +      for (uint32_t j = 0; j < layout->set[i].layout->stage[stage].surface_count; j++)
 +         *map++ = k++;
 +
 +      prog_data->bind_map[i].index_count =
 +         layout->set[i].layout->stage[stage].surface_count;
 +   }
 +
 +   return VK_SUCCESS;
 +}
 +
 +static uint32_t
 +upload_kernel(struct anv_pipeline *pipeline, const void *data, size_t size)
 +{
 +   struct anv_state state =
 +      anv_state_stream_alloc(&pipeline->program_stream, size, 64);
 +
 +   assert(size < pipeline->program_stream.block_pool->block_size);
 +
 +   memcpy(state.map, data, size);
 +
 +   return state.offset;
 +}
 +
 +static void
 +create_params_array(struct anv_pipeline *pipeline,
 +                    struct gl_shader *shader,
 +                    struct brw_stage_prog_data *prog_data)
 +{
 +   VkShaderStage stage = anv_vk_shader_stage_for_mesa_stage(shader->Stage);
 +   unsigned num_params = 0;
 +
 +   if (shader->num_uniform_components) {
 +      /* If the shader uses any push constants at all, we'll just give
 +       * them the maximum possible number
 +       */
 +      num_params += MAX_PUSH_CONSTANTS_SIZE / sizeof(float);
 +   }
 +
 +   if (pipeline->layout && pipeline->layout->stage[stage].has_dynamic_offsets)
 +      num_params += MAX_DYNAMIC_BUFFERS;
 +
 +   if (num_params == 0)
 +      return;
 +
 +   prog_data->param = (const gl_constant_value **)
 +      anv_device_alloc(pipeline->device,
 +                       num_params * sizeof(gl_constant_value *),
 +                       8, VK_SYSTEM_ALLOC_TYPE_INTERNAL_SHADER);
 +
 +   /* We now set the param values to be offsets into a
 +    * anv_push_constant_data structure.  Since the compiler doesn't
 +    * actually dereference any of the gl_constant_value pointers in the
 +    * params array, it doesn't really matter what we put here.
 +    */
 +   struct anv_push_constants *null_data = NULL;
 +   for (unsigned i = 0; i < num_params; i++)
 +      prog_data->param[i] =
 +         (const gl_constant_value *)&null_data->client_data[i * sizeof(float)];
 +}
 +
 +static void
 +brw_vs_populate_key(struct brw_context *brw,
 +                    struct brw_vertex_program *vp,
 +                    struct brw_vs_prog_key *key)
 +{
 +   struct gl_context *ctx = &brw->ctx;
 +   /* BRW_NEW_VERTEX_PROGRAM */
 +   struct gl_program *prog = (struct gl_program *) vp;
 +
 +   memset(key, 0, sizeof(*key));
 +
 +   /* Just upload the program verbatim for now.  Always send it all
 +    * the inputs it asks for, whether they are varying or not.
 +    */
 +   key->program_string_id = vp->id;
 +
 +   /* _NEW_POLYGON */
 +   if (brw->gen < 6) {
 +      key->copy_edgeflag = (ctx->Polygon.FrontMode != GL_FILL ||
 +                           ctx->Polygon.BackMode != GL_FILL);
 +   }
 +
 +   if (prog->OutputsWritten & (VARYING_BIT_COL0 | VARYING_BIT_COL1 |
 +                               VARYING_BIT_BFC0 | VARYING_BIT_BFC1)) {
 +      /* _NEW_LIGHT | _NEW_BUFFERS */
 +      key->clamp_vertex_color = ctx->Light._ClampVertexColor;
 +   }
 +
 +   /* _NEW_POINT */
 +   if (brw->gen < 6 && ctx->Point.PointSprite) {
 +      for (int i = 0; i < 8; i++) {
 +         if (ctx->Point.CoordReplace[i])
 +            key->point_coord_replace |= (1 << i);
 +      }
 +   }
 +
 +   /* _NEW_TEXTURE */
 +   brw_populate_sampler_prog_key_data(ctx, prog, brw->vs.base.sampler_count,
 +                                      &key->tex);
 +}
 +
 +static bool
 +really_do_vs_prog(struct brw_context *brw,
 +                  struct gl_shader_program *prog,
 +                  struct brw_vertex_program *vp,
 +                  struct brw_vs_prog_key *key, struct anv_pipeline *pipeline)
 +{
 +   GLuint program_size;
 +   const GLuint *program;
 +   struct brw_vs_prog_data *prog_data = &pipeline->vs_prog_data;
 +   void *mem_ctx;
 +   struct gl_shader *vs = NULL;
 +
 +   if (prog)
 +      vs = prog->_LinkedShaders[MESA_SHADER_VERTEX];
 +
 +   memset(prog_data, 0, sizeof(*prog_data));
 +
 +   mem_ctx = ralloc_context(NULL);
 +
 +   create_params_array(pipeline, vs, &prog_data->base.base);
 +   anv_nir_apply_dynamic_offsets(pipeline, vs->Program->nir,
 +                                 &prog_data->base.base);
 +
 +   GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
 +   prog_data->inputs_read = vp->program.Base.InputsRead;
 +
 +   if (key->copy_edgeflag) {
 +      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_EDGE);
 +      prog_data->inputs_read |= VERT_BIT_EDGEFLAG;
 +   }
 +
 +   if (brw->gen < 6) {
 +      /* Put dummy slots into the VUE for the SF to put the replaced
 +       * point sprite coords in.  We shouldn't need these dummy slots,
 +       * which take up precious URB space, but it would mean that the SF
 +       * doesn't get nice aligned pairs of input coords into output
 +       * coords, which would be a pain to handle.
 +       */
 +      for (int i = 0; i < 8; i++) {
 +         if (key->point_coord_replace & (1 << i))
 +            outputs_written |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + i);
 +      }
 +
 +      /* if back colors are written, allocate slots for front colors too */
 +      if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC0))
 +         outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL0);
 +      if (outputs_written & BITFIELD64_BIT(VARYING_SLOT_BFC1))
 +         outputs_written |= BITFIELD64_BIT(VARYING_SLOT_COL1);
 +   }
 +
 +   /* In order for legacy clipping to work, we need to populate the clip
 +    * distance varying slots whenever clipping is enabled, even if the vertex
 +    * shader doesn't write to gl_ClipDistance.
 +    */
 +   if (key->nr_userclip_plane_consts) {
 +      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0);
 +      outputs_written |= BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1);
 +   }
 +
 +   brw_compute_vue_map(brw->intelScreen->devinfo,
 +                       &prog_data->base.vue_map, outputs_written,
 +                       prog ? prog->SeparateShader : false);
 +
 +   set_binding_table_layout(&prog_data->base.base, pipeline,
 +                            VK_SHADER_STAGE_VERTEX);
 +
 +   /* Emit GEN4 code.
 +    */
 +   program = brw_vs_emit(brw, mem_ctx, key, prog_data, &vp->program,
 +                         prog, &program_size);
 +   if (program == NULL) {
 +      ralloc_free(mem_ctx);
 +      return false;
 +   }
 +
 +   const uint32_t offset = upload_kernel(pipeline, program, program_size);
 +   if (prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8) {
 +      pipeline->vs_simd8 = offset;
 +      pipeline->vs_vec4 = NO_KERNEL;
 +   } else {
 +      pipeline->vs_simd8 = NO_KERNEL;
 +      pipeline->vs_vec4 = offset;
 +   }
 +
 +   ralloc_free(mem_ctx);
 +
 +   return true;
 +}
 +
 +void brw_wm_populate_key(struct brw_context *brw,
 +                         struct brw_fragment_program *fp,
 +                         struct brw_wm_prog_key *key)
 +{
 +   struct gl_context *ctx = &brw->ctx;
 +   struct gl_program *prog = (struct gl_program *) brw->fragment_program;
 +   GLuint lookup = 0;
 +   GLuint line_aa;
 +   bool program_uses_dfdy = fp->program.UsesDFdy;
 +   struct gl_framebuffer draw_buffer;
 +   bool multisample_fbo;
 +
 +   memset(key, 0, sizeof(*key));
 +
 +   for (int i = 0; i < MAX_SAMPLERS; i++) {
 +      /* Assume color sampler, no swizzling. */
 +      key->tex.swizzles[i] = SWIZZLE_XYZW;
 +   }
 +
 +   /* A non-zero framebuffer name indicates that the framebuffer was created by
 +    * the user rather than the window system. */
 +   draw_buffer.Name = 1;
 +   draw_buffer.Visual.samples = 1;
 +   draw_buffer._NumColorDrawBuffers = 1;
 +   draw_buffer._NumColorDrawBuffers = 1;
 +   draw_buffer.Width = 400;
 +   draw_buffer.Height = 400;
 +   ctx->DrawBuffer = &draw_buffer;
 +
 +   multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
 +
 +   /* Build the index for table lookup
 +    */
 +   if (brw->gen < 6) {
 +      /* _NEW_COLOR */
 +      if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
 +         lookup |= IZ_PS_KILL_ALPHATEST_BIT;
 +
 +      if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
 +         lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
 +
 +      /* _NEW_DEPTH */
 +      if (ctx->Depth.Test)
 +         lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
 +
 +      if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
 +         lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
 +
 +      /* _NEW_STENCIL | _NEW_BUFFERS */
 +      if (ctx->Stencil._Enabled) {
 +         lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
 +
 +         if (ctx->Stencil.WriteMask[0] ||
 +             ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
 +            lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
 +      }
 +      key->iz_lookup = lookup;
 +   }
 +
 +   line_aa = AA_NEVER;
 +
 +   /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
 +   if (ctx->Line.SmoothFlag) {
 +      if (brw->reduced_primitive == GL_LINES) {
 +         line_aa = AA_ALWAYS;
 +      }
 +      else if (brw->reduced_primitive == GL_TRIANGLES) {
 +         if (ctx->Polygon.FrontMode == GL_LINE) {
 +            line_aa = AA_SOMETIMES;
 +
 +            if (ctx->Polygon.BackMode == GL_LINE ||
 +                (ctx->Polygon.CullFlag &&
 +                 ctx->Polygon.CullFaceMode == GL_BACK))
 +               line_aa = AA_ALWAYS;
 +         }
 +         else if (ctx->Polygon.BackMode == GL_LINE) {
 +            line_aa = AA_SOMETIMES;
 +
 +            if ((ctx->Polygon.CullFlag &&
 +                 ctx->Polygon.CullFaceMode == GL_FRONT))
 +               line_aa = AA_ALWAYS;
 +         }
 +      }
 +   }
 +
 +   key->line_aa = line_aa;
 +
 +   /* _NEW_HINT */
 +   key->high_quality_derivatives =
 +      ctx->Hint.FragmentShaderDerivative == GL_NICEST;
 +
 +   if (brw->gen < 6)
 +      key->stats_wm = brw->stats_wm;
 +
 +   /* _NEW_LIGHT */
 +   key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
 +
 +   /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
 +   key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
 +
 +   /* _NEW_TEXTURE */
 +   brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
 +                                      &key->tex);
 +
 +   /* _NEW_BUFFERS */
 +   /*
 +    * Include the draw buffer origin and height so that we can calculate
 +    * fragment position values relative to the bottom left of the drawable,
 +    * from the incoming screen origin relative position we get as part of our
 +    * payload.
 +    *
 +    * This is only needed for the WM_WPOSXY opcode when the fragment program
 +    * uses the gl_FragCoord input.
 +    *
 +    * We could avoid recompiling by including this as a constant referenced by
 +    * our program, but if we were to do that it would also be nice to handle
 +    * getting that constant updated at batchbuffer submit time (when we
 +    * hold the lock and know where the buffer really is) rather than at emit
 +    * time when we don't hold the lock and are just guessing.  We could also
 +    * just avoid using this as key data if the program doesn't use
 +    * fragment.position.
 +    *
 +    * For DRI2 the origin_x/y will always be (0,0) but we still need the
 +    * drawable height in order to invert the Y axis.
 +    */
 +   if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
 +      key->drawable_height = ctx->DrawBuffer->Height;
 +   }
 +
 +   if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
 +      key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
 +   }
 +
 +   /* _NEW_BUFFERS */
 +   key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
 +
 +   /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
 +   key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
 +      (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
 +
 +   /* _NEW_BUFFERS _NEW_MULTISAMPLE */
 +   /* Ignore sample qualifier while computing this flag. */
 +   key->persample_shading =
 +      _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
 +   if (key->persample_shading)
 +      key->persample_2x = ctx->DrawBuffer->Visual.samples == 2;
 +
 +   key->compute_pos_offset =
 +      _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
 +      fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
 +
 +   key->compute_sample_id =
 +      multisample_fbo &&
 +      ctx->Multisample.Enabled &&
 +      (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
 +
 +   /* BRW_NEW_VUE_MAP_GEOM_OUT */
 +   if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
 +                                         BRW_FS_VARYING_INPUT_MASK) > 16)
 +      key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
 +
 +
 +   /* _NEW_COLOR | _NEW_BUFFERS */
 +   /* Pre-gen6, the hardware alpha test always used each render
 +    * target's alpha to do alpha test, as opposed to render target 0's alpha
 +    * like GL requires.  Fix that by building the alpha test into the
 +    * shader, and we'll skip enabling the fixed function alpha test.
 +    */
 +   if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
 +      key->alpha_test_func = ctx->Color.AlphaFunc;
 +      key->alpha_test_ref = ctx->Color.AlphaRef;
 +   }
 +
 +   /* The unique fragment program ID */
 +   key->program_string_id = fp->id;
 +
 +   ctx->DrawBuffer = NULL;
 +}
 +
 +static uint8_t
 +computed_depth_mode(struct gl_fragment_program *fp)
 +{
 +   if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
 +      switch (fp->FragDepthLayout) {
 +      case FRAG_DEPTH_LAYOUT_NONE:
 +      case FRAG_DEPTH_LAYOUT_ANY:
 +         return BRW_PSCDEPTH_ON;
 +      case FRAG_DEPTH_LAYOUT_GREATER:
 +         return BRW_PSCDEPTH_ON_GE;
 +      case FRAG_DEPTH_LAYOUT_LESS:
 +         return BRW_PSCDEPTH_ON_LE;
 +      case FRAG_DEPTH_LAYOUT_UNCHANGED:
 +         return BRW_PSCDEPTH_OFF;
 +      }
 +   }
 +   return BRW_PSCDEPTH_OFF;
 +}
 +
 +static bool
 +really_do_wm_prog(struct brw_context *brw,
 +                  struct gl_shader_program *prog,
 +                  struct brw_fragment_program *fp,
 +                  struct brw_wm_prog_key *key, struct anv_pipeline *pipeline)
 +{
 +   void *mem_ctx = ralloc_context(NULL);
 +   struct brw_wm_prog_data *prog_data = &pipeline->wm_prog_data;
 +   struct gl_shader *fs = NULL;
 +   unsigned int program_size;
 +   const uint32_t *program;
 +
 +   if (prog)
 +      fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
 +
 +   memset(prog_data, 0, sizeof(*prog_data));
 +
 +   /* key->alpha_test_func means simulating alpha testing via discards,
 +    * so the shader definitely kills pixels.
 +    */
 +   prog_data->uses_kill = fp->program.UsesKill || key->alpha_test_func;
 +
 +   prog_data->computed_depth_mode = computed_depth_mode(&fp->program);
 +
 +   create_params_array(pipeline, fs, &prog_data->base);
 +   anv_nir_apply_dynamic_offsets(pipeline, fs->Program->nir, &prog_data->base);
 +
 +   prog_data->barycentric_interp_modes =
-                                            &fp->program);
++      brw_compute_barycentric_interp_modes(brw->intelScreen->devinfo,
++                                           key->flat_shade,
 +                                           key->persample_shading,
++                                           fp->program.Base.nir);
 +
 +   set_binding_table_layout(&prog_data->base, pipeline,
 +                            VK_SHADER_STAGE_FRAGMENT);
 +   /* This needs to come after shader time and pull constant entries, but we
 +    * don't have those set up now, so just put it after the layout entries.
 +    */
 +   prog_data->binding_table.render_target_start = 0;
 +
 +   program = brw_wm_fs_emit(brw, mem_ctx, key, prog_data,
 +                            &fp->program, prog, &program_size);
 +   if (program == NULL) {
 +      ralloc_free(mem_ctx);
 +      return false;
 +   }
 +
 +   uint32_t offset = upload_kernel(pipeline, program, program_size);
 +
 +   if (prog_data->no_8)
 +      pipeline->ps_simd8 = NO_KERNEL;
 +   else
 +      pipeline->ps_simd8 = offset;
 +
 +   if (prog_data->no_8 || prog_data->prog_offset_16) {
 +      pipeline->ps_simd16 = offset + prog_data->prog_offset_16;
 +   } else {
 +      pipeline->ps_simd16 = NO_KERNEL;
 +   }
 +
 +   ralloc_free(mem_ctx);
 +
 +   return true;
 +}
 +
 +static void
 +brw_gs_populate_key(struct brw_context *brw,
 +                    struct anv_pipeline *pipeline,
 +                    struct brw_geometry_program *gp,
 +                    struct brw_gs_prog_key *key)
 +{
 +   struct gl_context *ctx = &brw->ctx;
 +   struct brw_stage_state *stage_state = &brw->gs.base;
 +   struct gl_program *prog = &gp->program.Base;
 +
 +   memset(key, 0, sizeof(*key));
 +
 +   key->program_string_id = gp->id;
 +
 +   /* _NEW_TEXTURE */
 +   brw_populate_sampler_prog_key_data(ctx, prog, stage_state->sampler_count,
 +                                      &key->tex);
 +}
 +
 +static bool
 +really_do_gs_prog(struct brw_context *brw,
 +                  struct gl_shader_program *prog,
 +                  struct brw_geometry_program *gp,
 +                  struct brw_gs_prog_key *key, struct anv_pipeline *pipeline)
 +{
 +   struct brw_gs_compile_output output;
 +
 +   /* FIXME: We pass the bind map to the compile in the output struct. Need
 +    * something better. */
 +   set_binding_table_layout(&output.prog_data.base.base,
 +                            pipeline, VK_SHADER_STAGE_GEOMETRY);
 +
 +   brw_compile_gs_prog(brw, prog, gp, key, &output);
 +
 +   pipeline->gs_vec4 = upload_kernel(pipeline, output.program, output.program_size);
 +   pipeline->gs_vertex_count = gp->program.VerticesIn;
 +
 +   ralloc_free(output.mem_ctx);
 +
 +   return true;
 +}
 +
 +static bool
 +brw_codegen_cs_prog(struct brw_context *brw,
 +                    struct gl_shader_program *prog,
 +                    struct brw_compute_program *cp,
 +                    struct brw_cs_prog_key *key, struct anv_pipeline *pipeline)
 +{
 +   const GLuint *program;
 +   void *mem_ctx = ralloc_context(NULL);
 +   GLuint program_size;
 +   struct brw_cs_prog_data *prog_data = &pipeline->cs_prog_data;
 +
 +   struct gl_shader *cs = prog->_LinkedShaders[MESA_SHADER_COMPUTE];
 +   assert (cs);
 +
 +   memset(prog_data, 0, sizeof(*prog_data));
 +
 +   set_binding_table_layout(&prog_data->base, pipeline, VK_SHADER_STAGE_COMPUTE);
 +
 +   create_params_array(pipeline, cs, &prog_data->base);
 +   anv_nir_apply_dynamic_offsets(pipeline, cs->Program->nir, &prog_data->base);
 +
 +   program = brw_cs_emit(brw, mem_ctx, key, prog_data,
 +                         &cp->program, prog, &program_size);
 +   if (program == NULL) {
 +      ralloc_free(mem_ctx);
 +      return false;
 +   }
 +
 +   if (unlikely(INTEL_DEBUG & DEBUG_CS))
 +      fprintf(stderr, "\n");
 +
 +   pipeline->cs_simd = upload_kernel(pipeline, program, program_size);
 +
 +   ralloc_free(mem_ctx);
 +
 +   return true;
 +}
 +
 +static void
 +brw_cs_populate_key(struct brw_context *brw,
 +                    struct brw_compute_program *bcp, struct brw_cs_prog_key *key)
 +{
 +   memset(key, 0, sizeof(*key));
 +
 +   /* The unique compute program ID */
 +   key->program_string_id = bcp->id;
 +}
 +
 +struct anv_compiler {
 +   struct anv_device *device;
 +   struct intel_screen *screen;
 +   struct brw_context *brw;
 +   struct gl_pipeline_object pipeline;
 +};
 +
 +extern "C" {
 +
 +struct anv_compiler *
 +anv_compiler_create(struct anv_device *device)
 +{
 +   const struct brw_device_info *devinfo = &device->info;
 +   struct anv_compiler *compiler;
 +   struct gl_context *ctx;
 +
 +   compiler = rzalloc(NULL, struct anv_compiler);
 +   if (compiler == NULL)
 +      return NULL;
 +
 +   compiler->screen = rzalloc(compiler, struct intel_screen);
 +   if (compiler->screen == NULL)
 +      goto fail;
 +
 +   compiler->brw = rzalloc(compiler, struct brw_context);
 +   if (compiler->brw == NULL)
 +      goto fail;
 +
 +   compiler->device = device;
 +
 +   compiler->brw->gen = devinfo->gen;
 +   compiler->brw->is_g4x = devinfo->is_g4x;
 +   compiler->brw->is_baytrail = devinfo->is_baytrail;
 +   compiler->brw->is_haswell = devinfo->is_haswell;
 +   compiler->brw->is_cherryview = devinfo->is_cherryview;
 +
 +   /* We need this at least for CS, which will check brw->max_cs_threads
 +    * against the work group size. */
 +   compiler->brw->max_vs_threads = devinfo->max_vs_threads;
 +   compiler->brw->max_hs_threads = devinfo->max_hs_threads;
 +   compiler->brw->max_ds_threads = devinfo->max_ds_threads;
 +   compiler->brw->max_gs_threads = devinfo->max_gs_threads;
 +   compiler->brw->max_wm_threads = devinfo->max_wm_threads;
 +   compiler->brw->max_cs_threads = devinfo->max_cs_threads;
 +   compiler->brw->urb.size = devinfo->urb.size;
 +   compiler->brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
 +   compiler->brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
 +   compiler->brw->urb.max_hs_entries = devinfo->urb.max_hs_entries;
 +   compiler->brw->urb.max_ds_entries = devinfo->urb.max_ds_entries;
 +   compiler->brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
 +
 +   compiler->brw->intelScreen = compiler->screen;
 +   compiler->screen->devinfo = &device->info;
 +
 +   brw_process_intel_debug_variable(compiler->screen);
 +
 +   compiler->screen->compiler = brw_compiler_create(compiler, &device->info);
 +
 +   ctx = &compiler->brw->ctx;
 +   _mesa_init_shader_object_functions(&ctx->Driver);
 +
 +   /* brw_select_clip_planes() needs this for bogus reasons. */
 +   ctx->_Shader = &compiler->pipeline;
 +
 +   return compiler;
 +
 + fail:
 +   ralloc_free(compiler);
 +   return NULL;
 +}
 +
 +void
 +anv_compiler_destroy(struct anv_compiler *compiler)
 +{
 +   _mesa_free_errors_data(&compiler->brw->ctx);
 +   ralloc_free(compiler);
 +}
 +
 +/* From gen7_urb.c */
 +
 +/* FIXME: Add to struct intel_device_info */
 +
 +static const int gen8_push_size = 32 * 1024;
 +
 +static void
 +gen7_compute_urb_partition(struct anv_pipeline *pipeline)
 +{
 +   const struct brw_device_info *devinfo = &pipeline->device->info;
 +   bool vs_present = pipeline->vs_simd8 != NO_KERNEL;
 +   unsigned vs_size = vs_present ? pipeline->vs_prog_data.base.urb_entry_size : 1;
 +   unsigned vs_entry_size_bytes = vs_size * 64;
 +   bool gs_present = pipeline->gs_vec4 != NO_KERNEL;
 +   unsigned gs_size = gs_present ? pipeline->gs_prog_data.base.urb_entry_size : 1;
 +   unsigned gs_entry_size_bytes = gs_size * 64;
 +
 +   /* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS):
 +    *
 +    *     VS Number of URB Entries must be divisible by 8 if the VS URB Entry
 +    *     Allocation Size is less than 9 512-bit URB entries.
 +    *
 +    * Similar text exists for GS.
 +    */
 +   unsigned vs_granularity = (vs_size < 9) ? 8 : 1;
 +   unsigned gs_granularity = (gs_size < 9) ? 8 : 1;
 +
 +   /* URB allocations must be done in 8k chunks. */
 +   unsigned chunk_size_bytes = 8192;
 +
 +   /* Determine the size of the URB in chunks. */
 +   unsigned urb_chunks = devinfo->urb.size * 1024 / chunk_size_bytes;
 +
 +   /* Reserve space for push constants */
 +   unsigned push_constant_bytes = gen8_push_size;
 +   unsigned push_constant_chunks =
 +      push_constant_bytes / chunk_size_bytes;
 +
 +   /* Initially, assign each stage the minimum amount of URB space it needs,
 +    * and make a note of how much additional space it "wants" (the amount of
 +    * additional space it could actually make use of).
 +    */
 +
 +   /* VS has a lower limit on the number of URB entries */
 +   unsigned vs_chunks =
 +      ALIGN(devinfo->urb.min_vs_entries * vs_entry_size_bytes,
 +            chunk_size_bytes) / chunk_size_bytes;
 +   unsigned vs_wants =
 +      ALIGN(devinfo->urb.max_vs_entries * vs_entry_size_bytes,
 +            chunk_size_bytes) / chunk_size_bytes - vs_chunks;
 +
 +   unsigned gs_chunks = 0;
 +   unsigned gs_wants = 0;
 +   if (gs_present) {
 +      /* There are two constraints on the minimum amount of URB space we can
 +       * allocate:
 +       *
 +       * (1) We need room for at least 2 URB entries, since we always operate
 +       * the GS in DUAL_OBJECT mode.
 +       *
 +       * (2) We can't allocate less than nr_gs_entries_granularity.
 +       */
 +      gs_chunks = ALIGN(MAX2(gs_granularity, 2) * gs_entry_size_bytes,
 +                        chunk_size_bytes) / chunk_size_bytes;
 +      gs_wants =
 +         ALIGN(devinfo->urb.max_gs_entries * gs_entry_size_bytes,
 +               chunk_size_bytes) / chunk_size_bytes - gs_chunks;
 +   }
 +
 +   /* There should always be enough URB space to satisfy the minimum
 +    * requirements of each stage.
 +    */
 +   unsigned total_needs = push_constant_chunks + vs_chunks + gs_chunks;
 +   assert(total_needs <= urb_chunks);
 +
 +   /* Mete out remaining space (if any) in proportion to "wants". */
 +   unsigned total_wants = vs_wants + gs_wants;
 +   unsigned remaining_space = urb_chunks - total_needs;
 +   if (remaining_space > total_wants)
 +      remaining_space = total_wants;
 +   if (remaining_space > 0) {
 +      unsigned vs_additional = (unsigned)
 +         round(vs_wants * (((double) remaining_space) / total_wants));
 +      vs_chunks += vs_additional;
 +      remaining_space -= vs_additional;
 +      gs_chunks += remaining_space;
 +   }
 +
 +   /* Sanity check that we haven't over-allocated. */
 +   assert(push_constant_chunks + vs_chunks + gs_chunks <= urb_chunks);
 +
 +   /* Finally, compute the number of entries that can fit in the space
 +    * allocated to each stage.
 +    */
 +   unsigned nr_vs_entries = vs_chunks * chunk_size_bytes / vs_entry_size_bytes;
 +   unsigned nr_gs_entries = gs_chunks * chunk_size_bytes / gs_entry_size_bytes;
 +
 +   /* Since we rounded up when computing *_wants, this may be slightly more
 +    * than the maximum allowed amount, so correct for that.
 +    */
 +   nr_vs_entries = MIN2(nr_vs_entries, devinfo->urb.max_vs_entries);
 +   nr_gs_entries = MIN2(nr_gs_entries, devinfo->urb.max_gs_entries);
 +
 +   /* Ensure that we program a multiple of the granularity. */
 +   nr_vs_entries = ROUND_DOWN_TO(nr_vs_entries, vs_granularity);
 +   nr_gs_entries = ROUND_DOWN_TO(nr_gs_entries, gs_granularity);
 +
 +   /* Finally, sanity check to make sure we have at least the minimum number
 +    * of entries needed for each stage.
 +    */
 +   assert(nr_vs_entries >= devinfo->urb.min_vs_entries);
 +   if (gs_present)
 +      assert(nr_gs_entries >= 2);
 +
 +   /* Lay out the URB in the following order:
 +    * - push constants
 +    * - VS
 +    * - GS
 +    */
 +   pipeline->urb.vs_start = push_constant_chunks;
 +   pipeline->urb.vs_size = vs_size;
 +   pipeline->urb.nr_vs_entries = nr_vs_entries;
 +
 +   pipeline->urb.gs_start = push_constant_chunks + vs_chunks;
 +   pipeline->urb.gs_size = gs_size;
 +   pipeline->urb.nr_gs_entries = nr_gs_entries;
 +}
 +
 +static const struct {
 +   uint32_t token;
 +   gl_shader_stage stage;
 +   const char *name;
 +} stage_info[] = {
 +   { GL_VERTEX_SHADER, MESA_SHADER_VERTEX, "vertex" },
 +   { GL_TESS_CONTROL_SHADER, (gl_shader_stage)-1,"tess control" },
 +   { GL_TESS_EVALUATION_SHADER, (gl_shader_stage)-1, "tess evaluation" },
 +   { GL_GEOMETRY_SHADER, MESA_SHADER_GEOMETRY, "geometry" },
 +   { GL_FRAGMENT_SHADER, MESA_SHADER_FRAGMENT, "fragment" },
 +   { GL_COMPUTE_SHADER, MESA_SHADER_COMPUTE, "compute" },
 +};
 +
 +struct spirv_header{
 +   uint32_t magic;
 +   uint32_t version;
 +   uint32_t gen_magic;
 +};
 +
 +static void
 +setup_nir_io(struct gl_shader *mesa_shader,
 +             nir_shader *shader)
 +{
 +   struct gl_program *prog = mesa_shader->Program;
 +   foreach_list_typed(nir_variable, var, node, &shader->inputs) {
 +      prog->InputsRead |= BITFIELD64_BIT(var->data.location);
 +      if (shader->stage == MESA_SHADER_FRAGMENT) {
 +         struct gl_fragment_program *fprog = (struct gl_fragment_program *)prog;
 +
 +         fprog->InterpQualifier[var->data.location] =
 +            (glsl_interp_qualifier)var->data.interpolation;
 +         if (var->data.centroid)
 +            fprog->IsCentroid |= BITFIELD64_BIT(var->data.location);
 +         if (var->data.sample)
 +            fprog->IsSample |= BITFIELD64_BIT(var->data.location);
 +      }
 +   }
 +
 +   foreach_list_typed(nir_variable, var, node, &shader->outputs) {
 +      prog->OutputsWritten |= BITFIELD64_BIT(var->data.location);
 +   }
 +
 +   shader->info.inputs_read = prog->InputsRead;
 +   shader->info.outputs_written = prog->OutputsWritten;
 +
 +   mesa_shader->num_uniform_components = shader->num_uniforms;
 +}
 +
 +static void
 +anv_compile_shader_spirv(struct anv_compiler *compiler,
 +                         struct gl_shader_program *program,
 +                         struct anv_pipeline *pipeline, uint32_t stage)
 +{
 +   struct brw_context *brw = compiler->brw;
 +   struct anv_shader *shader = pipeline->shaders[stage];
 +   struct gl_shader *mesa_shader;
 +   int name = 0;
 +
 +   mesa_shader = brw_new_shader(&brw->ctx, name, stage_info[stage].token);
 +   fail_if(mesa_shader == NULL,
 +           "failed to create %s shader\n", stage_info[stage].name);
 +
 +#define CREATE_PROGRAM(stage) \
 +   _mesa_init_##stage##_program(&brw->ctx, &ralloc(mesa_shader, struct brw_##stage##_program)->program, 0, 0)
 +
 +   bool is_scalar;
 +   struct gl_program *prog;
 +   switch (stage) {
 +   case VK_SHADER_STAGE_VERTEX:
 +      prog = CREATE_PROGRAM(vertex);
 +      is_scalar = compiler->screen->compiler->scalar_vs;
 +      break;
 +   case VK_SHADER_STAGE_GEOMETRY:
 +      prog = CREATE_PROGRAM(geometry);
 +      is_scalar = false;
 +      break;
 +   case VK_SHADER_STAGE_FRAGMENT:
 +      prog = CREATE_PROGRAM(fragment);
 +      is_scalar = true;
 +      break;
 +   case VK_SHADER_STAGE_COMPUTE:
 +      prog = CREATE_PROGRAM(compute);
 +      is_scalar = true;
 +      break;
 +   default:
 +      unreachable("Unsupported shader stage");
 +   }
 +   _mesa_reference_program(&brw->ctx, &mesa_shader->Program, prog);
 +
 +   mesa_shader->Program->Parameters =
 +      rzalloc(mesa_shader, struct gl_program_parameter_list);
 +
 +   mesa_shader->Type = stage_info[stage].token;
 +   mesa_shader->Stage = stage_info[stage].stage;
 +
 +   struct gl_shader_compiler_options *glsl_options =
 +      &compiler->screen->compiler->glsl_compiler_options[stage_info[stage].stage];
 +
 +   if (shader->module->nir) {
 +      /* Some things such as our meta clear/blit code will give us a NIR
 +       * shader directly.  In that case, we just ignore the SPIR-V entirely
 +       * and just use the NIR shader */
 +      mesa_shader->Program->nir = shader->module->nir;
 +      mesa_shader->Program->nir->options = glsl_options->NirOptions;
 +   } else {
 +      uint32_t *spirv = (uint32_t *) shader->module->data;
 +      assert(spirv[0] == SPIR_V_MAGIC_NUMBER);
 +      assert(shader->module->size % 4 == 0);
 +
 +      mesa_shader->Program->nir =
 +         spirv_to_nir(spirv, shader->module->size / 4,
 +                      stage_info[stage].stage, glsl_options->NirOptions);
 +   }
 +   nir_validate_shader(mesa_shader->Program->nir);
 +
 +   brw_process_nir(mesa_shader->Program->nir,
 +                   compiler->screen->devinfo,
 +                   NULL, mesa_shader->Stage, is_scalar);
 +
 +   setup_nir_io(mesa_shader, mesa_shader->Program->nir);
 +
 +   fail_if(mesa_shader->Program->nir == NULL,
 +           "failed to translate SPIR-V to NIR\n");
 +
 +   _mesa_reference_shader(&brw->ctx, &program->Shaders[program->NumShaders],
 +                          mesa_shader);
 +   program->NumShaders++;
 +}
 +
 +static void
 +add_compiled_stage(struct anv_pipeline *pipeline, uint32_t stage,
 +                   struct brw_stage_prog_data *prog_data)
 +{
 +   struct brw_device_info *devinfo = &pipeline->device->info;
 +   uint32_t max_threads[] = {
 +      [VK_SHADER_STAGE_VERTEX]                  = devinfo->max_vs_threads,
 +      [VK_SHADER_STAGE_TESS_CONTROL]            = 0,
 +      [VK_SHADER_STAGE_TESS_EVALUATION]         = 0,
 +      [VK_SHADER_STAGE_GEOMETRY]                = devinfo->max_gs_threads,
 +      [VK_SHADER_STAGE_FRAGMENT]                = devinfo->max_wm_threads,
 +      [VK_SHADER_STAGE_COMPUTE]                 = devinfo->max_cs_threads,
 +   };
 +
 +   pipeline->prog_data[stage] = prog_data;
 +   pipeline->active_stages |= 1 << stage;
 +   pipeline->scratch_start[stage] = pipeline->total_scratch;
 +   pipeline->total_scratch =
 +      align_u32(pipeline->total_scratch, 1024) +
 +      prog_data->total_scratch * max_threads[stage];
 +}
 +
 +int
 +anv_compiler_run(struct anv_compiler *compiler, struct anv_pipeline *pipeline)
 +{
 +   struct gl_shader_program *program;
 +   int name = 0;
 +   struct brw_context *brw = compiler->brw;
 +
 +   pipeline->writes_point_size = false;
 +
 +   /* When we free the pipeline, we detect stages based on the NULL status
 +    * of various prog_data pointers.  Make them NULL by default.
 +    */
 +   memset(pipeline->prog_data, 0, sizeof(pipeline->prog_data));
 +   memset(pipeline->scratch_start, 0, sizeof(pipeline->scratch_start));
 +
 +   brw->use_rep_send = pipeline->use_repclear;
 +   brw->no_simd8 = pipeline->use_repclear;
 +
 +   program = brw->ctx.Driver.NewShaderProgram(name);
 +   program->Shaders = (struct gl_shader **)
 +      calloc(VK_SHADER_STAGE_NUM, sizeof(struct gl_shader *));
 +   fail_if(program == NULL || program->Shaders == NULL,
 +           "failed to create program\n");
 +
 +   for (unsigned i = 0; i < VK_SHADER_STAGE_NUM; i++) {
 +      if (pipeline->shaders[i])
 +         anv_compile_shader_spirv(compiler, program, pipeline, i);
 +   }
 +
 +   for (unsigned i = 0; i < program->NumShaders; i++) {
 +      struct gl_shader *shader = program->Shaders[i];
 +      program->_LinkedShaders[shader->Stage] = shader;
 +   }
 +
 +   bool success;
 +   pipeline->active_stages = 0;
 +   pipeline->total_scratch = 0;
 +
 +   if (pipeline->shaders[VK_SHADER_STAGE_VERTEX]) {
 +      struct brw_vs_prog_key vs_key;
 +      struct gl_vertex_program *vp = (struct gl_vertex_program *)
 +         program->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
 +      struct brw_vertex_program *bvp = brw_vertex_program(vp);
 +
 +      brw_vs_populate_key(brw, bvp, &vs_key);
 +
 +      success = really_do_vs_prog(brw, program, bvp, &vs_key, pipeline);
 +      fail_if(!success, "do_wm_prog failed\n");
 +      add_compiled_stage(pipeline, VK_SHADER_STAGE_VERTEX,
 +                         &pipeline->vs_prog_data.base.base);
 +
 +      if (vp->Base.OutputsWritten & VARYING_SLOT_PSIZ)
 +         pipeline->writes_point_size = true;
 +   } else {
 +      memset(&pipeline->vs_prog_data, 0, sizeof(pipeline->vs_prog_data));
 +      pipeline->vs_simd8 = NO_KERNEL;
 +      pipeline->vs_vec4 = NO_KERNEL;
 +   }
 +
 +
 +   if (pipeline->shaders[VK_SHADER_STAGE_GEOMETRY]) {
 +      struct brw_gs_prog_key gs_key;
 +      struct gl_geometry_program *gp = (struct gl_geometry_program *)
 +         program->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
 +      struct brw_geometry_program *bgp = brw_geometry_program(gp);
 +
 +      brw_gs_populate_key(brw, pipeline, bgp, &gs_key);
 +
 +      success = really_do_gs_prog(brw, program, bgp, &gs_key, pipeline);
 +      fail_if(!success, "do_gs_prog failed\n");
 +      add_compiled_stage(pipeline, VK_SHADER_STAGE_GEOMETRY,
 +                         &pipeline->gs_prog_data.base.base);
 +
 +      if (gp->Base.OutputsWritten & VARYING_SLOT_PSIZ)
 +         pipeline->writes_point_size = true;
 +   } else {
 +      pipeline->gs_vec4 = NO_KERNEL;
 +   }
 +
 +   if (pipeline->shaders[VK_SHADER_STAGE_FRAGMENT]) {
 +      struct brw_wm_prog_key wm_key;
 +      struct gl_fragment_program *fp = (struct gl_fragment_program *)
 +         program->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
 +      struct brw_fragment_program *bfp = brw_fragment_program(fp);
 +
 +      brw_wm_populate_key(brw, bfp, &wm_key);
 +
 +      success = really_do_wm_prog(brw, program, bfp, &wm_key, pipeline);
 +      fail_if(!success, "do_wm_prog failed\n");
 +      add_compiled_stage(pipeline, VK_SHADER_STAGE_FRAGMENT,
 +                         &pipeline->wm_prog_data.base);
 +   }
 +
 +   if (pipeline->shaders[VK_SHADER_STAGE_COMPUTE]) {
 +      struct brw_cs_prog_key cs_key;
 +      struct gl_compute_program *cp = (struct gl_compute_program *)
 +         program->_LinkedShaders[MESA_SHADER_COMPUTE]->Program;
 +      struct brw_compute_program *bcp = brw_compute_program(cp);
 +
 +      brw_cs_populate_key(brw, bcp, &cs_key);
 +
 +      success = brw_codegen_cs_prog(brw, program, bcp, &cs_key, pipeline);
 +      fail_if(!success, "brw_codegen_cs_prog failed\n");
 +      add_compiled_stage(pipeline, VK_SHADER_STAGE_COMPUTE,
 +                         &pipeline->cs_prog_data.base);
 +   }
 +
 +   brw->ctx.Driver.DeleteShaderProgram(&brw->ctx, program);
 +
 +   struct anv_device *device = compiler->device;
 +   while (device->scratch_block_pool.bo.size < pipeline->total_scratch)
 +      anv_block_pool_alloc(&device->scratch_block_pool);
 +
 +   gen7_compute_urb_partition(pipeline);
 +
 +   return 0;
 +}
 +
 +/* This badly named function frees the struct anv_pipeline data that the compiler
 + * allocates.  Currently just the prog_data structs.
 + */
 +void
 +anv_compiler_free(struct anv_pipeline *pipeline)
 +{
 +   for (uint32_t stage = 0; stage < VK_SHADER_STAGE_NUM; stage++) {
 +      if (pipeline->prog_data[stage]) {
 +         free(pipeline->prog_data[stage]->map_entries);
 +         /* We only ever set up the params array because we don't do
 +          * non-UBO pull constants
 +          */
 +         anv_device_free(pipeline->device, pipeline->prog_data[stage]->param);
 +      }
 +   }
 +}
 +
 +}