i965: Move brw_fs_precompile() to brw_wm.c
[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
39 #include "util/ralloc.h"
40
41 /**
42 * Return a bitfield where bit n is set if barycentric interpolation mode n
43 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
44 */
45 static unsigned
46 brw_compute_barycentric_interp_modes(struct brw_context *brw,
47 bool shade_model_flat,
48 bool persample_shading,
49 const struct gl_fragment_program *fprog)
50 {
51 unsigned barycentric_interp_modes = 0;
52 int attr;
53
54 /* Loop through all fragment shader inputs to figure out what interpolation
55 * modes are in use, and set the appropriate bits in
56 * barycentric_interp_modes.
57 */
58 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
59 enum glsl_interp_qualifier interp_qualifier =
60 fprog->InterpQualifier[attr];
61 bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
62 !persample_shading;
63 bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
64 persample_shading;
65 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
66
67 /* Ignore unused inputs. */
68 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
69 continue;
70
71 /* Ignore WPOS and FACE, because they don't require interpolation. */
72 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
73 continue;
74
75 /* Determine the set (or sets) of barycentric coordinates needed to
76 * interpolate this variable. Note that when
77 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
78 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
79 * for lit pixels, so we need both sets of barycentric coordinates.
80 */
81 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
82 if (is_centroid) {
83 barycentric_interp_modes |=
84 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
85 } else if (is_sample) {
86 barycentric_interp_modes |=
87 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC;
88 }
89 if ((!is_centroid && !is_sample) ||
90 brw->needs_unlit_centroid_workaround) {
91 barycentric_interp_modes |=
92 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
93 }
94 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
95 (!(shade_model_flat && is_gl_Color) &&
96 interp_qualifier == INTERP_QUALIFIER_NONE)) {
97 if (is_centroid) {
98 barycentric_interp_modes |=
99 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
100 } else if (is_sample) {
101 barycentric_interp_modes |=
102 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC;
103 }
104 if ((!is_centroid && !is_sample) ||
105 brw->needs_unlit_centroid_workaround) {
106 barycentric_interp_modes |=
107 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
108 }
109 }
110 }
111
112 return barycentric_interp_modes;
113 }
114
115 static uint8_t
116 computed_depth_mode(struct gl_fragment_program *fp)
117 {
118 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
119 switch (fp->FragDepthLayout) {
120 case FRAG_DEPTH_LAYOUT_NONE:
121 case FRAG_DEPTH_LAYOUT_ANY:
122 return BRW_PSCDEPTH_ON;
123 case FRAG_DEPTH_LAYOUT_GREATER:
124 return BRW_PSCDEPTH_ON_GE;
125 case FRAG_DEPTH_LAYOUT_LESS:
126 return BRW_PSCDEPTH_ON_LE;
127 case FRAG_DEPTH_LAYOUT_UNCHANGED:
128 return BRW_PSCDEPTH_OFF;
129 }
130 }
131 return BRW_PSCDEPTH_OFF;
132 }
133
134 bool
135 brw_wm_prog_data_compare(const void *in_a, const void *in_b)
136 {
137 const struct brw_wm_prog_data *a = in_a;
138 const struct brw_wm_prog_data *b = in_b;
139
140 /* Compare the base structure. */
141 if (!brw_stage_prog_data_compare(&a->base, &b->base))
142 return false;
143
144 /* Compare the rest of the structure. */
145 const unsigned offset = sizeof(struct brw_stage_prog_data);
146 if (memcmp(((char *) a) + offset, ((char *) b) + offset,
147 sizeof(struct brw_wm_prog_data) - offset))
148 return false;
149
150 return true;
151 }
152
153 /**
154 * All Mesa program -> GPU code generation goes through this function.
155 * Depending on the instructions used (i.e. flow control instructions)
156 * we'll use one of two code generators.
157 */
158 bool
159 brw_codegen_wm_prog(struct brw_context *brw,
160 struct gl_shader_program *prog,
161 struct brw_fragment_program *fp,
162 struct brw_wm_prog_key *key)
163 {
164 struct gl_context *ctx = &brw->ctx;
165 void *mem_ctx = ralloc_context(NULL);
166 struct brw_wm_prog_data prog_data;
167 const GLuint *program;
168 struct gl_shader *fs = NULL;
169 GLuint program_size;
170
171 if (prog)
172 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
173
174 memset(&prog_data, 0, sizeof(prog_data));
175 /* key->alpha_test_func means simulating alpha testing via discards,
176 * so the shader definitely kills pixels.
177 */
178 prog_data.uses_kill = fp->program.UsesKill || key->alpha_test_func;
179 prog_data.uses_omask =
180 fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK);
181 prog_data.computed_depth_mode = computed_depth_mode(&fp->program);
182
183 prog_data.early_fragment_tests = fs && fs->EarlyFragmentTests;
184
185 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
186 if (!prog)
187 prog_data.base.use_alt_mode = true;
188
189 /* Allocate the references to the uniforms that will end up in the
190 * prog_data associated with the compiled program, and which will be freed
191 * by the state cache.
192 */
193 int param_count;
194 if (fs) {
195 param_count = fs->num_uniform_components +
196 fs->NumImages * BRW_IMAGE_PARAM_SIZE;
197 prog_data.base.nr_image_params = fs->NumImages;
198 } else {
199 param_count = fp->program.Base.Parameters->NumParameters * 4;
200 }
201 /* The backend also sometimes adds params for texture size. */
202 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
203 prog_data.base.param =
204 rzalloc_array(NULL, const gl_constant_value *, param_count);
205 prog_data.base.pull_param =
206 rzalloc_array(NULL, const gl_constant_value *, param_count);
207 prog_data.base.image_param =
208 rzalloc_array(NULL, struct brw_image_param,
209 prog_data.base.nr_image_params);
210 prog_data.base.nr_params = param_count;
211
212 prog_data.barycentric_interp_modes =
213 brw_compute_barycentric_interp_modes(brw, key->flat_shade,
214 key->persample_shading,
215 &fp->program);
216
217 program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data,
218 &fp->program, prog, &program_size);
219 if (program == NULL) {
220 ralloc_free(mem_ctx);
221 return false;
222 }
223
224 if (prog_data.base.total_scratch) {
225 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
226 prog_data.base.total_scratch * brw->max_wm_threads);
227 }
228
229 if (unlikely(INTEL_DEBUG & DEBUG_WM))
230 fprintf(stderr, "\n");
231
232 brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
233 key, sizeof(struct brw_wm_prog_key),
234 program, program_size,
235 &prog_data, sizeof(prog_data),
236 &brw->wm.base.prog_offset, &brw->wm.prog_data);
237
238 ralloc_free(mem_ctx);
239
240 return true;
241 }
242
243 static bool
244 key_debug(struct brw_context *brw, const char *name, int a, int b)
245 {
246 if (a != b) {
247 perf_debug(" %s %d->%d\n", name, a, b);
248 return true;
249 } else {
250 return false;
251 }
252 }
253
254 bool
255 brw_debug_recompile_sampler_key(struct brw_context *brw,
256 const struct brw_sampler_prog_key_data *old_key,
257 const struct brw_sampler_prog_key_data *key)
258 {
259 bool found = false;
260
261 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
262 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
263 old_key->swizzles[i], key->swizzles[i]);
264 }
265 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
266 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
267 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
268 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
269 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
270 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
271 found |= key_debug(brw, "gather channel quirk on any texture unit",
272 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
273 found |= key_debug(brw, "compressed multisample layout",
274 old_key->compressed_multisample_layout_mask,
275 key->compressed_multisample_layout_mask);
276
277 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
278 found |= key_debug(brw, "textureGather workarounds",
279 old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
280 }
281
282 return found;
283 }
284
285 void
286 brw_wm_debug_recompile(struct brw_context *brw,
287 struct gl_shader_program *prog,
288 const struct brw_wm_prog_key *key)
289 {
290 struct brw_cache_item *c = NULL;
291 const struct brw_wm_prog_key *old_key = NULL;
292 bool found = false;
293
294 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
295
296 for (unsigned int i = 0; i < brw->cache.size; i++) {
297 for (c = brw->cache.items[i]; c; c = c->next) {
298 if (c->cache_id == BRW_CACHE_FS_PROG) {
299 old_key = c->key;
300
301 if (old_key->program_string_id == key->program_string_id)
302 break;
303 }
304 }
305 if (c)
306 break;
307 }
308
309 if (!c) {
310 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
311 return;
312 }
313
314 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
315 "depth write",
316 old_key->iz_lookup, key->iz_lookup);
317 found |= key_debug(brw, "depth statistics",
318 old_key->stats_wm, key->stats_wm);
319 found |= key_debug(brw, "flat shading",
320 old_key->flat_shade, key->flat_shade);
321 found |= key_debug(brw, "per-sample shading",
322 old_key->persample_shading, key->persample_shading);
323 found |= key_debug(brw, "per-sample shading and 2x MSAA",
324 old_key->persample_2x, key->persample_2x);
325 found |= key_debug(brw, "number of color buffers",
326 old_key->nr_color_regions, key->nr_color_regions);
327 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
328 old_key->replicate_alpha, key->replicate_alpha);
329 found |= key_debug(brw, "rendering to FBO",
330 old_key->render_to_fbo, key->render_to_fbo);
331 found |= key_debug(brw, "fragment color clamping",
332 old_key->clamp_fragment_color, key->clamp_fragment_color);
333 found |= key_debug(brw, "line smoothing",
334 old_key->line_aa, key->line_aa);
335 found |= key_debug(brw, "renderbuffer height",
336 old_key->drawable_height, key->drawable_height);
337 found |= key_debug(brw, "input slots valid",
338 old_key->input_slots_valid, key->input_slots_valid);
339 found |= key_debug(brw, "mrt alpha test function",
340 old_key->alpha_test_func, key->alpha_test_func);
341 found |= key_debug(brw, "mrt alpha test reference value",
342 old_key->alpha_test_ref, key->alpha_test_ref);
343
344 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
345
346 if (!found) {
347 perf_debug(" Something else\n");
348 }
349 }
350
351 static uint8_t
352 gen6_gather_workaround(GLenum internalformat)
353 {
354 switch (internalformat) {
355 case GL_R8I: return WA_SIGN | WA_8BIT;
356 case GL_R8UI: return WA_8BIT;
357 case GL_R16I: return WA_SIGN | WA_16BIT;
358 case GL_R16UI: return WA_16BIT;
359 default:
360 /* Note that even though GL_R32I and GL_R32UI have format overrides in
361 * the surface state, there is no shader w/a required.
362 */
363 return 0;
364 }
365 }
366
367 void
368 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
369 const struct gl_program *prog,
370 unsigned sampler_count,
371 struct brw_sampler_prog_key_data *key)
372 {
373 struct brw_context *brw = brw_context(ctx);
374
375 for (int s = 0; s < sampler_count; s++) {
376 key->swizzles[s] = SWIZZLE_NOOP;
377
378 if (!(prog->SamplersUsed & (1 << s)))
379 continue;
380
381 int unit_id = prog->SamplerUnits[s];
382 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
383
384 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
385 const struct gl_texture_object *t = unit->_Current;
386 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
387 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
388
389 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
390 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
391 img->_BaseFormat == GL_DEPTH_STENCIL);
392
393 /* Haswell handles texture swizzling as surface format overrides
394 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
395 */
396 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
397 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
398
399 if (brw->gen < 8 &&
400 sampler->MinFilter != GL_NEAREST &&
401 sampler->MagFilter != GL_NEAREST) {
402 if (sampler->WrapS == GL_CLAMP)
403 key->gl_clamp_mask[0] |= 1 << s;
404 if (sampler->WrapT == GL_CLAMP)
405 key->gl_clamp_mask[1] |= 1 << s;
406 if (sampler->WrapR == GL_CLAMP)
407 key->gl_clamp_mask[2] |= 1 << s;
408 }
409
410 /* gather4's channel select for green from RG32F is broken; requires
411 * a shader w/a on IVB; fixable with just SCS on HSW.
412 */
413 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
414 if (img->InternalFormat == GL_RG32F)
415 key->gather_channel_quirk_mask |= 1 << s;
416 }
417
418 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
419 * UNORM/FLOAT instead and fix it in the shader.
420 */
421 if (brw->gen == 6 && prog->UsesGather) {
422 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
423 }
424
425 /* If this is a multisample sampler, and uses the CMS MSAA layout,
426 * then we need to emit slightly different code to first sample the
427 * MCS surface.
428 */
429 struct intel_texture_object *intel_tex =
430 intel_texture_object((struct gl_texture_object *)t);
431
432 if (brw->gen >= 7 &&
433 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
434 key->compressed_multisample_layout_mask |= 1 << s;
435 }
436 }
437 }
438 }
439
440 static bool
441 brw_wm_state_dirty (struct brw_context *brw)
442 {
443 return brw_state_dirty(brw,
444 _NEW_BUFFERS |
445 _NEW_COLOR |
446 _NEW_DEPTH |
447 _NEW_FRAG_CLAMP |
448 _NEW_HINT |
449 _NEW_LIGHT |
450 _NEW_LINE |
451 _NEW_MULTISAMPLE |
452 _NEW_POLYGON |
453 _NEW_STENCIL |
454 _NEW_TEXTURE,
455 BRW_NEW_FRAGMENT_PROGRAM |
456 BRW_NEW_REDUCED_PRIMITIVE |
457 BRW_NEW_STATS_WM |
458 BRW_NEW_VUE_MAP_GEOM_OUT);
459 }
460
461 static void
462 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
463 {
464 struct gl_context *ctx = &brw->ctx;
465 /* BRW_NEW_FRAGMENT_PROGRAM */
466 const struct brw_fragment_program *fp =
467 (struct brw_fragment_program *) brw->fragment_program;
468 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
469 GLuint lookup = 0;
470 GLuint line_aa;
471 bool program_uses_dfdy = fp->program.UsesDFdy;
472 const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
473
474 memset(key, 0, sizeof(*key));
475
476 /* Build the index for table lookup
477 */
478 if (brw->gen < 6) {
479 /* _NEW_COLOR */
480 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
481 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
482
483 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
484 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
485
486 /* _NEW_DEPTH */
487 if (ctx->Depth.Test)
488 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
489
490 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
491 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
492
493 /* _NEW_STENCIL | _NEW_BUFFERS */
494 if (ctx->Stencil._Enabled) {
495 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
496
497 if (ctx->Stencil.WriteMask[0] ||
498 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
499 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
500 }
501 key->iz_lookup = lookup;
502 }
503
504 line_aa = AA_NEVER;
505
506 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
507 if (ctx->Line.SmoothFlag) {
508 if (brw->reduced_primitive == GL_LINES) {
509 line_aa = AA_ALWAYS;
510 }
511 else if (brw->reduced_primitive == GL_TRIANGLES) {
512 if (ctx->Polygon.FrontMode == GL_LINE) {
513 line_aa = AA_SOMETIMES;
514
515 if (ctx->Polygon.BackMode == GL_LINE ||
516 (ctx->Polygon.CullFlag &&
517 ctx->Polygon.CullFaceMode == GL_BACK))
518 line_aa = AA_ALWAYS;
519 }
520 else if (ctx->Polygon.BackMode == GL_LINE) {
521 line_aa = AA_SOMETIMES;
522
523 if ((ctx->Polygon.CullFlag &&
524 ctx->Polygon.CullFaceMode == GL_FRONT))
525 line_aa = AA_ALWAYS;
526 }
527 }
528 }
529
530 key->line_aa = line_aa;
531
532 /* _NEW_HINT */
533 key->high_quality_derivatives =
534 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
535
536 if (brw->gen < 6)
537 key->stats_wm = brw->stats_wm;
538
539 /* _NEW_LIGHT */
540 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
541
542 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
543 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
544
545 /* _NEW_TEXTURE */
546 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
547 &key->tex);
548
549 /* _NEW_BUFFERS */
550 /*
551 * Include the draw buffer origin and height so that we can calculate
552 * fragment position values relative to the bottom left of the drawable,
553 * from the incoming screen origin relative position we get as part of our
554 * payload.
555 *
556 * This is only needed for the WM_WPOSXY opcode when the fragment program
557 * uses the gl_FragCoord input.
558 *
559 * We could avoid recompiling by including this as a constant referenced by
560 * our program, but if we were to do that it would also be nice to handle
561 * getting that constant updated at batchbuffer submit time (when we
562 * hold the lock and know where the buffer really is) rather than at emit
563 * time when we don't hold the lock and are just guessing. We could also
564 * just avoid using this as key data if the program doesn't use
565 * fragment.position.
566 *
567 * For DRI2 the origin_x/y will always be (0,0) but we still need the
568 * drawable height in order to invert the Y axis.
569 */
570 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
571 key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
572 }
573
574 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
575 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
576 }
577
578 /* _NEW_BUFFERS */
579 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
580
581 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
582 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
583 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
584
585 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
586 /* Ignore sample qualifier while computing this flag. */
587 key->persample_shading =
588 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
589 if (key->persample_shading)
590 key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;
591
592 key->compute_pos_offset =
593 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
594 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
595
596 key->compute_sample_id =
597 multisample_fbo &&
598 ctx->Multisample.Enabled &&
599 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
600
601 /* BRW_NEW_VUE_MAP_GEOM_OUT */
602 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
603 BRW_FS_VARYING_INPUT_MASK) > 16)
604 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
605
606
607 /* _NEW_COLOR | _NEW_BUFFERS */
608 /* Pre-gen6, the hardware alpha test always used each render
609 * target's alpha to do alpha test, as opposed to render target 0's alpha
610 * like GL requires. Fix that by building the alpha test into the
611 * shader, and we'll skip enabling the fixed function alpha test.
612 */
613 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
614 ctx->Color.AlphaEnabled) {
615 key->alpha_test_func = ctx->Color.AlphaFunc;
616 key->alpha_test_ref = ctx->Color.AlphaRef;
617 }
618
619 /* The unique fragment program ID */
620 key->program_string_id = fp->id;
621 }
622
623 void
624 brw_upload_wm_prog(struct brw_context *brw)
625 {
626 struct gl_context *ctx = &brw->ctx;
627 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
628 struct brw_wm_prog_key key;
629 struct brw_fragment_program *fp = (struct brw_fragment_program *)
630 brw->fragment_program;
631
632 if (!brw_wm_state_dirty(brw))
633 return;
634
635 brw_wm_populate_key(brw, &key);
636
637 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
638 &key, sizeof(key),
639 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
640 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
641 (void) success;
642 assert(success);
643 }
644 brw->wm.base.prog_data = &brw->wm.prog_data->base;
645 }
646
647 bool
648 brw_fs_precompile(struct gl_context *ctx,
649 struct gl_shader_program *shader_prog,
650 struct gl_program *prog)
651 {
652 struct brw_context *brw = brw_context(ctx);
653 struct brw_wm_prog_key key;
654
655 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
656 struct brw_fragment_program *bfp = brw_fragment_program(fp);
657 bool program_uses_dfdy = fp->UsesDFdy;
658
659 memset(&key, 0, sizeof(key));
660
661 if (brw->gen < 6) {
662 if (fp->UsesKill)
663 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
664
665 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
666 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
667
668 /* Just assume depth testing. */
669 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
670 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
671 }
672
673 if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
674 BRW_FS_VARYING_INPUT_MASK) > 16)
675 key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
676
677 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
678
679 if (fp->Base.InputsRead & VARYING_BIT_POS) {
680 key.drawable_height = ctx->DrawBuffer->Height;
681 }
682
683 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
684 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
685 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
686
687 if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
688 key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) ||
689 key.nr_color_regions > 1;
690 }
691
692 key.program_string_id = bfp->id;
693
694 uint32_t old_prog_offset = brw->wm.base.prog_offset;
695 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
696
697 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
698
699 brw->wm.base.prog_offset = old_prog_offset;
700 brw->wm.prog_data = old_prog_data;
701
702 return success;
703 }