i965: Push down inclusion of brw_program.h.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_wm.c
1 /*
2 * Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 * Intel funded Tungsten Graphics to
4 * develop this 3D driver.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining
7 * a copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sublicense, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial
16 * portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26 #include "brw_context.h"
27 #include "brw_wm.h"
28 #include "brw_state.h"
29 #include "brw_shader.h"
30 #include "main/enums.h"
31 #include "main/formats.h"
32 #include "main/fbobject.h"
33 #include "main/samplerobj.h"
34 #include "main/framebuffer.h"
35 #include "program/prog_parameter.h"
36 #include "program/program.h"
37 #include "intel_mipmap_tree.h"
38 #include "brw_nir.h"
39 #include "brw_program.h"
40
41 #include "util/ralloc.h"
42
43 static void
44 assign_fs_binding_table_offsets(const struct brw_device_info *devinfo,
45 const struct gl_shader_program *shader_prog,
46 const struct gl_program *prog,
47 const struct brw_wm_prog_key *key,
48 struct brw_wm_prog_data *prog_data)
49 {
50 uint32_t next_binding_table_offset = 0;
51
52 /* If there are no color regions, we still perform an FB write to a null
53 * renderbuffer, which we place at surface index 0.
54 */
55 prog_data->binding_table.render_target_start = next_binding_table_offset;
56 next_binding_table_offset += MAX2(key->nr_color_regions, 1);
57
58 brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT, devinfo,
59 shader_prog, prog, &prog_data->base,
60 next_binding_table_offset);
61 }
62
63 /**
64 * All Mesa program -> GPU code generation goes through this function.
65 * Depending on the instructions used (i.e. flow control instructions)
66 * we'll use one of two code generators.
67 */
68 bool
69 brw_codegen_wm_prog(struct brw_context *brw,
70 struct gl_shader_program *prog,
71 struct brw_fragment_program *fp,
72 struct brw_wm_prog_key *key)
73 {
74 struct gl_context *ctx = &brw->ctx;
75 void *mem_ctx = ralloc_context(NULL);
76 struct brw_wm_prog_data prog_data;
77 const GLuint *program;
78 struct brw_shader *fs = NULL;
79 GLuint program_size;
80 bool start_busy = false;
81 double start_time = 0;
82
83 if (prog)
84 fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
85
86 memset(&prog_data, 0, sizeof(prog_data));
87
88 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
89 if (!prog)
90 prog_data.base.use_alt_mode = true;
91
92 assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog,
93 &fp->program.Base, key, &prog_data);
94
95 /* Allocate the references to the uniforms that will end up in the
96 * prog_data associated with the compiled program, and which will be freed
97 * by the state cache.
98 */
99 int param_count = fp->program.Base.nir->num_uniforms;
100 if (fs)
101 prog_data.base.nr_image_params = fs->base.NumImages;
102 /* The backend also sometimes adds params for texture size. */
103 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
104 prog_data.base.param =
105 rzalloc_array(NULL, const gl_constant_value *, param_count);
106 prog_data.base.pull_param =
107 rzalloc_array(NULL, const gl_constant_value *, param_count);
108 prog_data.base.image_param =
109 rzalloc_array(NULL, struct brw_image_param,
110 prog_data.base.nr_image_params);
111 prog_data.base.nr_params = param_count;
112
113 if (prog) {
114 brw_nir_setup_glsl_uniforms(fp->program.Base.nir, prog, &fp->program.Base,
115 &prog_data.base, true);
116 } else {
117 brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base,
118 &prog_data.base);
119 }
120
121 if (unlikely(brw->perf_debug)) {
122 start_busy = (brw->batch.last_bo &&
123 drm_intel_bo_busy(brw->batch.last_bo));
124 start_time = get_time();
125 }
126
127 if (unlikely(INTEL_DEBUG & DEBUG_WM))
128 brw_dump_ir("fragment", prog, fs ? &fs->base : NULL, &fp->program.Base);
129
130 int st_index8 = -1, st_index16 = -1;
131 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
132 st_index8 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS8);
133 st_index16 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS16);
134 }
135
136 char *error_str = NULL;
137 program = brw_compile_fs(brw->intelScreen->compiler, brw, mem_ctx,
138 key, &prog_data, fp->program.Base.nir,
139 &fp->program.Base, st_index8, st_index16,
140 brw->use_rep_send, &program_size, &error_str);
141 if (program == NULL) {
142 if (prog) {
143 prog->LinkStatus = false;
144 ralloc_strcat(&prog->InfoLog, error_str);
145 }
146
147 _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
148
149 ralloc_free(mem_ctx);
150 return false;
151 }
152
153 if (unlikely(brw->perf_debug) && fs) {
154 if (fs->compiled_once)
155 brw_wm_debug_recompile(brw, prog, key);
156 fs->compiled_once = true;
157
158 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
159 perf_debug("FS compile took %.03f ms and stalled the GPU\n",
160 (get_time() - start_time) * 1000);
161 }
162 }
163
164 if (prog_data.base.total_scratch) {
165 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
166 prog_data.base.total_scratch * brw->max_wm_threads);
167 }
168
169 if (unlikely(INTEL_DEBUG & DEBUG_WM))
170 fprintf(stderr, "\n");
171
172 brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
173 key, sizeof(struct brw_wm_prog_key),
174 program, program_size,
175 &prog_data, sizeof(prog_data),
176 &brw->wm.base.prog_offset, &brw->wm.prog_data);
177
178 ralloc_free(mem_ctx);
179
180 return true;
181 }
182
183 static bool
184 key_debug(struct brw_context *brw, const char *name, int a, int b)
185 {
186 if (a != b) {
187 perf_debug(" %s %d->%d\n", name, a, b);
188 return true;
189 } else {
190 return false;
191 }
192 }
193
194 bool
195 brw_debug_recompile_sampler_key(struct brw_context *brw,
196 const struct brw_sampler_prog_key_data *old_key,
197 const struct brw_sampler_prog_key_data *key)
198 {
199 bool found = false;
200
201 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
202 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
203 old_key->swizzles[i], key->swizzles[i]);
204 }
205 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
206 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
207 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
208 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
209 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
210 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
211 found |= key_debug(brw, "gather channel quirk on any texture unit",
212 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
213 found |= key_debug(brw, "compressed multisample layout",
214 old_key->compressed_multisample_layout_mask,
215 key->compressed_multisample_layout_mask);
216 found |= key_debug(brw, "16x msaa",
217 old_key->msaa_16,
218 key->msaa_16);
219
220 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
221 found |= key_debug(brw, "textureGather workarounds",
222 old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
223 }
224
225 return found;
226 }
227
228 void
229 brw_wm_debug_recompile(struct brw_context *brw,
230 struct gl_shader_program *prog,
231 const struct brw_wm_prog_key *key)
232 {
233 struct brw_cache_item *c = NULL;
234 const struct brw_wm_prog_key *old_key = NULL;
235 bool found = false;
236
237 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
238
239 for (unsigned int i = 0; i < brw->cache.size; i++) {
240 for (c = brw->cache.items[i]; c; c = c->next) {
241 if (c->cache_id == BRW_CACHE_FS_PROG) {
242 old_key = c->key;
243
244 if (old_key->program_string_id == key->program_string_id)
245 break;
246 }
247 }
248 if (c)
249 break;
250 }
251
252 if (!c) {
253 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
254 return;
255 }
256
257 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
258 "depth write",
259 old_key->iz_lookup, key->iz_lookup);
260 found |= key_debug(brw, "depth statistics",
261 old_key->stats_wm, key->stats_wm);
262 found |= key_debug(brw, "flat shading",
263 old_key->flat_shade, key->flat_shade);
264 found |= key_debug(brw, "per-sample shading",
265 old_key->persample_shading, key->persample_shading);
266 found |= key_debug(brw, "per-sample shading and 2x MSAA",
267 old_key->persample_2x, key->persample_2x);
268 found |= key_debug(brw, "number of color buffers",
269 old_key->nr_color_regions, key->nr_color_regions);
270 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
271 old_key->replicate_alpha, key->replicate_alpha);
272 found |= key_debug(brw, "rendering to FBO",
273 old_key->render_to_fbo, key->render_to_fbo);
274 found |= key_debug(brw, "fragment color clamping",
275 old_key->clamp_fragment_color, key->clamp_fragment_color);
276 found |= key_debug(brw, "line smoothing",
277 old_key->line_aa, key->line_aa);
278 found |= key_debug(brw, "renderbuffer height",
279 old_key->drawable_height, key->drawable_height);
280 found |= key_debug(brw, "input slots valid",
281 old_key->input_slots_valid, key->input_slots_valid);
282 found |= key_debug(brw, "mrt alpha test function",
283 old_key->alpha_test_func, key->alpha_test_func);
284 found |= key_debug(brw, "mrt alpha test reference value",
285 old_key->alpha_test_ref, key->alpha_test_ref);
286
287 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
288
289 if (!found) {
290 perf_debug(" Something else\n");
291 }
292 }
293
294 static uint8_t
295 gen6_gather_workaround(GLenum internalformat)
296 {
297 switch (internalformat) {
298 case GL_R8I: return WA_SIGN | WA_8BIT;
299 case GL_R8UI: return WA_8BIT;
300 case GL_R16I: return WA_SIGN | WA_16BIT;
301 case GL_R16UI: return WA_16BIT;
302 default:
303 /* Note that even though GL_R32I and GL_R32UI have format overrides in
304 * the surface state, there is no shader w/a required.
305 */
306 return 0;
307 }
308 }
309
310 void
311 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
312 const struct gl_program *prog,
313 unsigned sampler_count,
314 struct brw_sampler_prog_key_data *key)
315 {
316 struct brw_context *brw = brw_context(ctx);
317
318 for (int s = 0; s < sampler_count; s++) {
319 key->swizzles[s] = SWIZZLE_NOOP;
320
321 if (!(prog->SamplersUsed & (1 << s)))
322 continue;
323
324 int unit_id = prog->SamplerUnits[s];
325 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
326
327 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
328 const struct gl_texture_object *t = unit->_Current;
329 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
330 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
331
332 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
333 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
334 img->_BaseFormat == GL_DEPTH_STENCIL);
335
336 /* Haswell handles texture swizzling as surface format overrides
337 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
338 */
339 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
340 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
341
342 if (brw->gen < 8 &&
343 sampler->MinFilter != GL_NEAREST &&
344 sampler->MagFilter != GL_NEAREST) {
345 if (sampler->WrapS == GL_CLAMP)
346 key->gl_clamp_mask[0] |= 1 << s;
347 if (sampler->WrapT == GL_CLAMP)
348 key->gl_clamp_mask[1] |= 1 << s;
349 if (sampler->WrapR == GL_CLAMP)
350 key->gl_clamp_mask[2] |= 1 << s;
351 }
352
353 /* gather4's channel select for green from RG32F is broken; requires
354 * a shader w/a on IVB; fixable with just SCS on HSW.
355 */
356 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
357 if (img->InternalFormat == GL_RG32F)
358 key->gather_channel_quirk_mask |= 1 << s;
359 }
360
361 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
362 * UNORM/FLOAT instead and fix it in the shader.
363 */
364 if (brw->gen == 6 && prog->UsesGather) {
365 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
366 }
367
368 /* If this is a multisample sampler, and uses the CMS MSAA layout,
369 * then we need to emit slightly different code to first sample the
370 * MCS surface.
371 */
372 struct intel_texture_object *intel_tex =
373 intel_texture_object((struct gl_texture_object *)t);
374
375 if (brw->gen >= 7 &&
376 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
377 key->compressed_multisample_layout_mask |= 1 << s;
378
379 if (intel_tex->mt->num_samples >= 16) {
380 assert(brw->gen >= 9);
381 key->msaa_16 |= 1 << s;
382 }
383 }
384 }
385 }
386 }
387
388 static bool
389 brw_wm_state_dirty (struct brw_context *brw)
390 {
391 return brw_state_dirty(brw,
392 _NEW_BUFFERS |
393 _NEW_COLOR |
394 _NEW_DEPTH |
395 _NEW_FRAG_CLAMP |
396 _NEW_HINT |
397 _NEW_LIGHT |
398 _NEW_LINE |
399 _NEW_MULTISAMPLE |
400 _NEW_POLYGON |
401 _NEW_STENCIL |
402 _NEW_TEXTURE,
403 BRW_NEW_FRAGMENT_PROGRAM |
404 BRW_NEW_REDUCED_PRIMITIVE |
405 BRW_NEW_STATS_WM |
406 BRW_NEW_VUE_MAP_GEOM_OUT);
407 }
408
409 static void
410 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
411 {
412 struct gl_context *ctx = &brw->ctx;
413 /* BRW_NEW_FRAGMENT_PROGRAM */
414 const struct brw_fragment_program *fp =
415 (struct brw_fragment_program *) brw->fragment_program;
416 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
417 GLuint lookup = 0;
418 GLuint line_aa;
419 bool program_uses_dfdy = fp->program.UsesDFdy;
420 const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
421
422 memset(key, 0, sizeof(*key));
423
424 /* Build the index for table lookup
425 */
426 if (brw->gen < 6) {
427 /* _NEW_COLOR */
428 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
429 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
430
431 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
432 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
433
434 /* _NEW_DEPTH */
435 if (ctx->Depth.Test)
436 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
437
438 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
439 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
440
441 /* _NEW_STENCIL | _NEW_BUFFERS */
442 if (ctx->Stencil._Enabled) {
443 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
444
445 if (ctx->Stencil.WriteMask[0] ||
446 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
447 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
448 }
449 key->iz_lookup = lookup;
450 }
451
452 line_aa = AA_NEVER;
453
454 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
455 if (ctx->Line.SmoothFlag) {
456 if (brw->reduced_primitive == GL_LINES) {
457 line_aa = AA_ALWAYS;
458 }
459 else if (brw->reduced_primitive == GL_TRIANGLES) {
460 if (ctx->Polygon.FrontMode == GL_LINE) {
461 line_aa = AA_SOMETIMES;
462
463 if (ctx->Polygon.BackMode == GL_LINE ||
464 (ctx->Polygon.CullFlag &&
465 ctx->Polygon.CullFaceMode == GL_BACK))
466 line_aa = AA_ALWAYS;
467 }
468 else if (ctx->Polygon.BackMode == GL_LINE) {
469 line_aa = AA_SOMETIMES;
470
471 if ((ctx->Polygon.CullFlag &&
472 ctx->Polygon.CullFaceMode == GL_FRONT))
473 line_aa = AA_ALWAYS;
474 }
475 }
476 }
477
478 key->line_aa = line_aa;
479
480 /* _NEW_HINT */
481 key->high_quality_derivatives =
482 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
483
484 if (brw->gen < 6)
485 key->stats_wm = brw->stats_wm;
486
487 /* _NEW_LIGHT */
488 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
489
490 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
491 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
492
493 /* _NEW_TEXTURE */
494 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
495 &key->tex);
496
497 /* _NEW_BUFFERS */
498 /*
499 * Include the draw buffer origin and height so that we can calculate
500 * fragment position values relative to the bottom left of the drawable,
501 * from the incoming screen origin relative position we get as part of our
502 * payload.
503 *
504 * This is only needed for the WM_WPOSXY opcode when the fragment program
505 * uses the gl_FragCoord input.
506 *
507 * We could avoid recompiling by including this as a constant referenced by
508 * our program, but if we were to do that it would also be nice to handle
509 * getting that constant updated at batchbuffer submit time (when we
510 * hold the lock and know where the buffer really is) rather than at emit
511 * time when we don't hold the lock and are just guessing. We could also
512 * just avoid using this as key data if the program doesn't use
513 * fragment.position.
514 *
515 * For DRI2 the origin_x/y will always be (0,0) but we still need the
516 * drawable height in order to invert the Y axis.
517 */
518 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
519 key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
520 }
521
522 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
523 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
524 }
525
526 /* _NEW_BUFFERS */
527 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
528
529 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
530 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
531 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
532
533 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
534 /* Ignore sample qualifier while computing this flag. */
535 key->persample_shading =
536 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
537 if (key->persample_shading)
538 key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;
539
540 key->compute_pos_offset =
541 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
542 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
543
544 key->compute_sample_id =
545 multisample_fbo &&
546 ctx->Multisample.Enabled &&
547 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
548
549 /* BRW_NEW_VUE_MAP_GEOM_OUT */
550 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
551 BRW_FS_VARYING_INPUT_MASK) > 16)
552 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
553
554
555 /* _NEW_COLOR | _NEW_BUFFERS */
556 /* Pre-gen6, the hardware alpha test always used each render
557 * target's alpha to do alpha test, as opposed to render target 0's alpha
558 * like GL requires. Fix that by building the alpha test into the
559 * shader, and we'll skip enabling the fixed function alpha test.
560 */
561 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
562 ctx->Color.AlphaEnabled) {
563 key->alpha_test_func = ctx->Color.AlphaFunc;
564 key->alpha_test_ref = ctx->Color.AlphaRef;
565 }
566
567 /* The unique fragment program ID */
568 key->program_string_id = fp->id;
569 }
570
571 void
572 brw_upload_wm_prog(struct brw_context *brw)
573 {
574 struct gl_context *ctx = &brw->ctx;
575 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
576 struct brw_wm_prog_key key;
577 struct brw_fragment_program *fp = (struct brw_fragment_program *)
578 brw->fragment_program;
579
580 if (!brw_wm_state_dirty(brw))
581 return;
582
583 brw_wm_populate_key(brw, &key);
584
585 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
586 &key, sizeof(key),
587 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
588 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
589 (void) success;
590 assert(success);
591 }
592 brw->wm.base.prog_data = &brw->wm.prog_data->base;
593 }
594
595 bool
596 brw_fs_precompile(struct gl_context *ctx,
597 struct gl_shader_program *shader_prog,
598 struct gl_program *prog)
599 {
600 struct brw_context *brw = brw_context(ctx);
601 struct brw_wm_prog_key key;
602
603 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
604 struct brw_fragment_program *bfp = brw_fragment_program(fp);
605 bool program_uses_dfdy = fp->UsesDFdy;
606
607 memset(&key, 0, sizeof(key));
608
609 if (brw->gen < 6) {
610 if (fp->UsesKill)
611 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
612
613 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
614 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
615
616 /* Just assume depth testing. */
617 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
618 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
619 }
620
621 if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
622 BRW_FS_VARYING_INPUT_MASK) > 16)
623 key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
624
625 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
626
627 if (fp->Base.InputsRead & VARYING_BIT_POS) {
628 key.drawable_height = ctx->DrawBuffer->Height;
629 }
630
631 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
632 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
633 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
634
635 if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
636 key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) ||
637 key.nr_color_regions > 1;
638 }
639
640 key.program_string_id = bfp->id;
641
642 uint32_t old_prog_offset = brw->wm.base.prog_offset;
643 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
644
645 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
646
647 brw->wm.base.prog_offset = old_prog_offset;
648 brw->wm.prog_data = old_prog_data;
649
650 return success;
651 }