8d9ed3a6c33c17c52f587d1bba88d956b0a12d16
[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
40 #include "util/ralloc.h"
41
42 static void
43 assign_fs_binding_table_offsets(const struct brw_device_info *devinfo,
44 const struct gl_shader_program *shader_prog,
45 const struct gl_program *prog,
46 const struct brw_wm_prog_key *key,
47 struct brw_wm_prog_data *prog_data)
48 {
49 uint32_t next_binding_table_offset = 0;
50
51 /* If there are no color regions, we still perform an FB write to a null
52 * renderbuffer, which we place at surface index 0.
53 */
54 prog_data->binding_table.render_target_start = next_binding_table_offset;
55 next_binding_table_offset += MAX2(key->nr_color_regions, 1);
56
57 brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT, devinfo,
58 shader_prog, prog, &prog_data->base,
59 next_binding_table_offset);
60 }
61
62 /**
63 * All Mesa program -> GPU code generation goes through this function.
64 * Depending on the instructions used (i.e. flow control instructions)
65 * we'll use one of two code generators.
66 */
67 bool
68 brw_codegen_wm_prog(struct brw_context *brw,
69 struct gl_shader_program *prog,
70 struct brw_fragment_program *fp,
71 struct brw_wm_prog_key *key)
72 {
73 struct gl_context *ctx = &brw->ctx;
74 void *mem_ctx = ralloc_context(NULL);
75 struct brw_wm_prog_data prog_data;
76 const GLuint *program;
77 struct brw_shader *fs = NULL;
78 GLuint program_size;
79 bool start_busy = false;
80 double start_time = 0;
81
82 if (prog)
83 fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
84
85 memset(&prog_data, 0, sizeof(prog_data));
86
87 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
88 if (!prog)
89 prog_data.base.use_alt_mode = true;
90
91 assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog,
92 &fp->program.Base, key, &prog_data);
93
94 /* Allocate the references to the uniforms that will end up in the
95 * prog_data associated with the compiled program, and which will be freed
96 * by the state cache.
97 */
98 int param_count = fp->program.Base.nir->num_uniforms;
99 if (fs)
100 prog_data.base.nr_image_params = fs->base.NumImages;
101 /* The backend also sometimes adds params for texture size. */
102 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
103 prog_data.base.param =
104 rzalloc_array(NULL, const gl_constant_value *, param_count);
105 prog_data.base.pull_param =
106 rzalloc_array(NULL, const gl_constant_value *, param_count);
107 prog_data.base.image_param =
108 rzalloc_array(NULL, struct brw_image_param,
109 prog_data.base.nr_image_params);
110 prog_data.base.nr_params = param_count;
111
112 if (prog) {
113 brw_nir_setup_glsl_uniforms(fp->program.Base.nir, prog, &fp->program.Base,
114 &prog_data.base, true);
115 } else {
116 brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base,
117 &prog_data.base);
118 }
119
120 if (unlikely(brw->perf_debug)) {
121 start_busy = (brw->batch.last_bo &&
122 drm_intel_bo_busy(brw->batch.last_bo));
123 start_time = get_time();
124 }
125
126 if (unlikely(INTEL_DEBUG & DEBUG_WM))
127 brw_dump_ir("fragment", prog, fs ? &fs->base : NULL, &fp->program.Base);
128
129 int st_index8 = -1, st_index16 = -1;
130 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
131 st_index8 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS8);
132 st_index16 = brw_get_shader_time_index(brw, prog, &fp->program.Base, ST_FS16);
133 }
134
135 char *error_str = NULL;
136 program = brw_compile_fs(brw->intelScreen->compiler, brw, mem_ctx,
137 key, &prog_data, fp->program.Base.nir,
138 &fp->program.Base, st_index8, st_index16,
139 brw->use_rep_send, &program_size, &error_str);
140 if (program == NULL) {
141 if (prog) {
142 prog->LinkStatus = false;
143 ralloc_strcat(&prog->InfoLog, error_str);
144 }
145
146 _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
147
148 ralloc_free(mem_ctx);
149 return false;
150 }
151
152 if (unlikely(brw->perf_debug) && fs) {
153 if (fs->compiled_once)
154 brw_wm_debug_recompile(brw, prog, key);
155 fs->compiled_once = true;
156
157 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
158 perf_debug("FS compile took %.03f ms and stalled the GPU\n",
159 (get_time() - start_time) * 1000);
160 }
161 }
162
163 if (prog_data.base.total_scratch) {
164 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
165 prog_data.base.total_scratch * brw->max_wm_threads);
166 }
167
168 if (unlikely(INTEL_DEBUG & DEBUG_WM))
169 fprintf(stderr, "\n");
170
171 brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
172 key, sizeof(struct brw_wm_prog_key),
173 program, program_size,
174 &prog_data, sizeof(prog_data),
175 &brw->wm.base.prog_offset, &brw->wm.prog_data);
176
177 ralloc_free(mem_ctx);
178
179 return true;
180 }
181
182 static bool
183 key_debug(struct brw_context *brw, const char *name, int a, int b)
184 {
185 if (a != b) {
186 perf_debug(" %s %d->%d\n", name, a, b);
187 return true;
188 } else {
189 return false;
190 }
191 }
192
193 bool
194 brw_debug_recompile_sampler_key(struct brw_context *brw,
195 const struct brw_sampler_prog_key_data *old_key,
196 const struct brw_sampler_prog_key_data *key)
197 {
198 bool found = false;
199
200 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
201 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
202 old_key->swizzles[i], key->swizzles[i]);
203 }
204 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
205 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
206 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
207 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
208 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
209 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
210 found |= key_debug(brw, "gather channel quirk on any texture unit",
211 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
212 found |= key_debug(brw, "compressed multisample layout",
213 old_key->compressed_multisample_layout_mask,
214 key->compressed_multisample_layout_mask);
215 found |= key_debug(brw, "16x msaa",
216 old_key->msaa_16,
217 key->msaa_16);
218
219 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
220 found |= key_debug(brw, "textureGather workarounds",
221 old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
222 }
223
224 return found;
225 }
226
227 void
228 brw_wm_debug_recompile(struct brw_context *brw,
229 struct gl_shader_program *prog,
230 const struct brw_wm_prog_key *key)
231 {
232 struct brw_cache_item *c = NULL;
233 const struct brw_wm_prog_key *old_key = NULL;
234 bool found = false;
235
236 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
237
238 for (unsigned int i = 0; i < brw->cache.size; i++) {
239 for (c = brw->cache.items[i]; c; c = c->next) {
240 if (c->cache_id == BRW_CACHE_FS_PROG) {
241 old_key = c->key;
242
243 if (old_key->program_string_id == key->program_string_id)
244 break;
245 }
246 }
247 if (c)
248 break;
249 }
250
251 if (!c) {
252 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
253 return;
254 }
255
256 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
257 "depth write",
258 old_key->iz_lookup, key->iz_lookup);
259 found |= key_debug(brw, "depth statistics",
260 old_key->stats_wm, key->stats_wm);
261 found |= key_debug(brw, "flat shading",
262 old_key->flat_shade, key->flat_shade);
263 found |= key_debug(brw, "per-sample shading",
264 old_key->persample_shading, key->persample_shading);
265 found |= key_debug(brw, "per-sample shading and 2x MSAA",
266 old_key->persample_2x, key->persample_2x);
267 found |= key_debug(brw, "number of color buffers",
268 old_key->nr_color_regions, key->nr_color_regions);
269 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
270 old_key->replicate_alpha, key->replicate_alpha);
271 found |= key_debug(brw, "rendering to FBO",
272 old_key->render_to_fbo, key->render_to_fbo);
273 found |= key_debug(brw, "fragment color clamping",
274 old_key->clamp_fragment_color, key->clamp_fragment_color);
275 found |= key_debug(brw, "line smoothing",
276 old_key->line_aa, key->line_aa);
277 found |= key_debug(brw, "renderbuffer height",
278 old_key->drawable_height, key->drawable_height);
279 found |= key_debug(brw, "input slots valid",
280 old_key->input_slots_valid, key->input_slots_valid);
281 found |= key_debug(brw, "mrt alpha test function",
282 old_key->alpha_test_func, key->alpha_test_func);
283 found |= key_debug(brw, "mrt alpha test reference value",
284 old_key->alpha_test_ref, key->alpha_test_ref);
285
286 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
287
288 if (!found) {
289 perf_debug(" Something else\n");
290 }
291 }
292
293 static uint8_t
294 gen6_gather_workaround(GLenum internalformat)
295 {
296 switch (internalformat) {
297 case GL_R8I: return WA_SIGN | WA_8BIT;
298 case GL_R8UI: return WA_8BIT;
299 case GL_R16I: return WA_SIGN | WA_16BIT;
300 case GL_R16UI: return WA_16BIT;
301 default:
302 /* Note that even though GL_R32I and GL_R32UI have format overrides in
303 * the surface state, there is no shader w/a required.
304 */
305 return 0;
306 }
307 }
308
309 void
310 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
311 const struct gl_program *prog,
312 unsigned sampler_count,
313 struct brw_sampler_prog_key_data *key)
314 {
315 struct brw_context *brw = brw_context(ctx);
316
317 for (int s = 0; s < sampler_count; s++) {
318 key->swizzles[s] = SWIZZLE_NOOP;
319
320 if (!(prog->SamplersUsed & (1 << s)))
321 continue;
322
323 int unit_id = prog->SamplerUnits[s];
324 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
325
326 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
327 const struct gl_texture_object *t = unit->_Current;
328 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
329 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
330
331 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
332 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
333 img->_BaseFormat == GL_DEPTH_STENCIL);
334
335 /* Haswell handles texture swizzling as surface format overrides
336 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
337 */
338 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
339 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
340
341 if (brw->gen < 8 &&
342 sampler->MinFilter != GL_NEAREST &&
343 sampler->MagFilter != GL_NEAREST) {
344 if (sampler->WrapS == GL_CLAMP)
345 key->gl_clamp_mask[0] |= 1 << s;
346 if (sampler->WrapT == GL_CLAMP)
347 key->gl_clamp_mask[1] |= 1 << s;
348 if (sampler->WrapR == GL_CLAMP)
349 key->gl_clamp_mask[2] |= 1 << s;
350 }
351
352 /* gather4's channel select for green from RG32F is broken; requires
353 * a shader w/a on IVB; fixable with just SCS on HSW.
354 */
355 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
356 if (img->InternalFormat == GL_RG32F)
357 key->gather_channel_quirk_mask |= 1 << s;
358 }
359
360 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
361 * UNORM/FLOAT instead and fix it in the shader.
362 */
363 if (brw->gen == 6 && prog->UsesGather) {
364 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
365 }
366
367 /* If this is a multisample sampler, and uses the CMS MSAA layout,
368 * then we need to emit slightly different code to first sample the
369 * MCS surface.
370 */
371 struct intel_texture_object *intel_tex =
372 intel_texture_object((struct gl_texture_object *)t);
373
374 if (brw->gen >= 7 &&
375 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
376 key->compressed_multisample_layout_mask |= 1 << s;
377
378 if (intel_tex->mt->num_samples >= 16) {
379 assert(brw->gen >= 9);
380 key->msaa_16 |= 1 << s;
381 }
382 }
383 }
384 }
385 }
386
387 static bool
388 brw_wm_state_dirty (struct brw_context *brw)
389 {
390 return brw_state_dirty(brw,
391 _NEW_BUFFERS |
392 _NEW_COLOR |
393 _NEW_DEPTH |
394 _NEW_FRAG_CLAMP |
395 _NEW_HINT |
396 _NEW_LIGHT |
397 _NEW_LINE |
398 _NEW_MULTISAMPLE |
399 _NEW_POLYGON |
400 _NEW_STENCIL |
401 _NEW_TEXTURE,
402 BRW_NEW_FRAGMENT_PROGRAM |
403 BRW_NEW_REDUCED_PRIMITIVE |
404 BRW_NEW_STATS_WM |
405 BRW_NEW_VUE_MAP_GEOM_OUT);
406 }
407
408 static void
409 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
410 {
411 struct gl_context *ctx = &brw->ctx;
412 /* BRW_NEW_FRAGMENT_PROGRAM */
413 const struct brw_fragment_program *fp =
414 (struct brw_fragment_program *) brw->fragment_program;
415 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
416 GLuint lookup = 0;
417 GLuint line_aa;
418 bool program_uses_dfdy = fp->program.UsesDFdy;
419 const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
420
421 memset(key, 0, sizeof(*key));
422
423 /* Build the index for table lookup
424 */
425 if (brw->gen < 6) {
426 /* _NEW_COLOR */
427 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
428 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
429
430 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
431 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
432
433 /* _NEW_DEPTH */
434 if (ctx->Depth.Test)
435 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
436
437 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
438 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
439
440 /* _NEW_STENCIL | _NEW_BUFFERS */
441 if (ctx->Stencil._Enabled) {
442 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
443
444 if (ctx->Stencil.WriteMask[0] ||
445 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
446 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
447 }
448 key->iz_lookup = lookup;
449 }
450
451 line_aa = AA_NEVER;
452
453 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
454 if (ctx->Line.SmoothFlag) {
455 if (brw->reduced_primitive == GL_LINES) {
456 line_aa = AA_ALWAYS;
457 }
458 else if (brw->reduced_primitive == GL_TRIANGLES) {
459 if (ctx->Polygon.FrontMode == GL_LINE) {
460 line_aa = AA_SOMETIMES;
461
462 if (ctx->Polygon.BackMode == GL_LINE ||
463 (ctx->Polygon.CullFlag &&
464 ctx->Polygon.CullFaceMode == GL_BACK))
465 line_aa = AA_ALWAYS;
466 }
467 else if (ctx->Polygon.BackMode == GL_LINE) {
468 line_aa = AA_SOMETIMES;
469
470 if ((ctx->Polygon.CullFlag &&
471 ctx->Polygon.CullFaceMode == GL_FRONT))
472 line_aa = AA_ALWAYS;
473 }
474 }
475 }
476
477 key->line_aa = line_aa;
478
479 /* _NEW_HINT */
480 key->high_quality_derivatives =
481 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
482
483 if (brw->gen < 6)
484 key->stats_wm = brw->stats_wm;
485
486 /* _NEW_LIGHT */
487 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
488
489 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
490 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
491
492 /* _NEW_TEXTURE */
493 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
494 &key->tex);
495
496 /* _NEW_BUFFERS */
497 /*
498 * Include the draw buffer origin and height so that we can calculate
499 * fragment position values relative to the bottom left of the drawable,
500 * from the incoming screen origin relative position we get as part of our
501 * payload.
502 *
503 * This is only needed for the WM_WPOSXY opcode when the fragment program
504 * uses the gl_FragCoord input.
505 *
506 * We could avoid recompiling by including this as a constant referenced by
507 * our program, but if we were to do that it would also be nice to handle
508 * getting that constant updated at batchbuffer submit time (when we
509 * hold the lock and know where the buffer really is) rather than at emit
510 * time when we don't hold the lock and are just guessing. We could also
511 * just avoid using this as key data if the program doesn't use
512 * fragment.position.
513 *
514 * For DRI2 the origin_x/y will always be (0,0) but we still need the
515 * drawable height in order to invert the Y axis.
516 */
517 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
518 key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
519 }
520
521 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
522 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
523 }
524
525 /* _NEW_BUFFERS */
526 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
527
528 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
529 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
530 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
531
532 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
533 /* Ignore sample qualifier while computing this flag. */
534 key->persample_shading =
535 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
536 if (key->persample_shading)
537 key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;
538
539 key->compute_pos_offset =
540 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
541 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
542
543 key->compute_sample_id =
544 multisample_fbo &&
545 ctx->Multisample.Enabled &&
546 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
547
548 /* BRW_NEW_VUE_MAP_GEOM_OUT */
549 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
550 BRW_FS_VARYING_INPUT_MASK) > 16)
551 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
552
553
554 /* _NEW_COLOR | _NEW_BUFFERS */
555 /* Pre-gen6, the hardware alpha test always used each render
556 * target's alpha to do alpha test, as opposed to render target 0's alpha
557 * like GL requires. Fix that by building the alpha test into the
558 * shader, and we'll skip enabling the fixed function alpha test.
559 */
560 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
561 ctx->Color.AlphaEnabled) {
562 key->alpha_test_func = ctx->Color.AlphaFunc;
563 key->alpha_test_ref = ctx->Color.AlphaRef;
564 }
565
566 /* The unique fragment program ID */
567 key->program_string_id = fp->id;
568 }
569
570 void
571 brw_upload_wm_prog(struct brw_context *brw)
572 {
573 struct gl_context *ctx = &brw->ctx;
574 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
575 struct brw_wm_prog_key key;
576 struct brw_fragment_program *fp = (struct brw_fragment_program *)
577 brw->fragment_program;
578
579 if (!brw_wm_state_dirty(brw))
580 return;
581
582 brw_wm_populate_key(brw, &key);
583
584 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
585 &key, sizeof(key),
586 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
587 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
588 (void) success;
589 assert(success);
590 }
591 brw->wm.base.prog_data = &brw->wm.prog_data->base;
592 }
593
594 bool
595 brw_fs_precompile(struct gl_context *ctx,
596 struct gl_shader_program *shader_prog,
597 struct gl_program *prog)
598 {
599 struct brw_context *brw = brw_context(ctx);
600 struct brw_wm_prog_key key;
601
602 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
603 struct brw_fragment_program *bfp = brw_fragment_program(fp);
604 bool program_uses_dfdy = fp->UsesDFdy;
605
606 memset(&key, 0, sizeof(key));
607
608 if (brw->gen < 6) {
609 if (fp->UsesKill)
610 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
611
612 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
613 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
614
615 /* Just assume depth testing. */
616 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
617 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
618 }
619
620 if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
621 BRW_FS_VARYING_INPUT_MASK) > 16)
622 key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
623
624 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
625
626 if (fp->Base.InputsRead & VARYING_BIT_POS) {
627 key.drawable_height = ctx->DrawBuffer->Height;
628 }
629
630 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
631 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
632 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
633
634 if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
635 key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) ||
636 key.nr_color_regions > 1;
637 }
638
639 key.program_string_id = bfp->id;
640
641 uint32_t old_prog_offset = brw->wm.base.prog_offset;
642 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
643
644 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
645
646 brw->wm.base.prog_offset = old_prog_offset;
647 brw->wm.prog_data = old_prog_data;
648
649 return success;
650 }