i965: Pull stage_prog_data.nr_params out of the NIR shader
[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 "glsl/nir/nir.h"
39
40 #include "util/ralloc.h"
41
42 /**
43 * Return a bitfield where bit n is set if barycentric interpolation mode n
44 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
45 */
46 static unsigned
47 brw_compute_barycentric_interp_modes(struct brw_context *brw,
48 bool shade_model_flat,
49 bool persample_shading,
50 const struct gl_fragment_program *fprog)
51 {
52 unsigned barycentric_interp_modes = 0;
53 int attr;
54
55 /* Loop through all fragment shader inputs to figure out what interpolation
56 * modes are in use, and set the appropriate bits in
57 * barycentric_interp_modes.
58 */
59 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
60 enum glsl_interp_qualifier interp_qualifier =
61 fprog->InterpQualifier[attr];
62 bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
63 !persample_shading;
64 bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
65 persample_shading;
66 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
67
68 /* Ignore unused inputs. */
69 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
70 continue;
71
72 /* Ignore WPOS and FACE, because they don't require interpolation. */
73 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
74 continue;
75
76 /* Determine the set (or sets) of barycentric coordinates needed to
77 * interpolate this variable. Note that when
78 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
79 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
80 * for lit pixels, so we need both sets of barycentric coordinates.
81 */
82 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
83 if (is_centroid) {
84 barycentric_interp_modes |=
85 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
86 } else if (is_sample) {
87 barycentric_interp_modes |=
88 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC;
89 }
90 if ((!is_centroid && !is_sample) ||
91 brw->needs_unlit_centroid_workaround) {
92 barycentric_interp_modes |=
93 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
94 }
95 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
96 (!(shade_model_flat && is_gl_Color) &&
97 interp_qualifier == INTERP_QUALIFIER_NONE)) {
98 if (is_centroid) {
99 barycentric_interp_modes |=
100 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
101 } else if (is_sample) {
102 barycentric_interp_modes |=
103 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC;
104 }
105 if ((!is_centroid && !is_sample) ||
106 brw->needs_unlit_centroid_workaround) {
107 barycentric_interp_modes |=
108 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
109 }
110 }
111 }
112
113 return barycentric_interp_modes;
114 }
115
116 static uint8_t
117 computed_depth_mode(struct gl_fragment_program *fp)
118 {
119 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
120 switch (fp->FragDepthLayout) {
121 case FRAG_DEPTH_LAYOUT_NONE:
122 case FRAG_DEPTH_LAYOUT_ANY:
123 return BRW_PSCDEPTH_ON;
124 case FRAG_DEPTH_LAYOUT_GREATER:
125 return BRW_PSCDEPTH_ON_GE;
126 case FRAG_DEPTH_LAYOUT_LESS:
127 return BRW_PSCDEPTH_ON_LE;
128 case FRAG_DEPTH_LAYOUT_UNCHANGED:
129 return BRW_PSCDEPTH_OFF;
130 }
131 }
132 return BRW_PSCDEPTH_OFF;
133 }
134
135 /**
136 * All Mesa program -> GPU code generation goes through this function.
137 * Depending on the instructions used (i.e. flow control instructions)
138 * we'll use one of two code generators.
139 */
140 bool
141 brw_codegen_wm_prog(struct brw_context *brw,
142 struct gl_shader_program *prog,
143 struct brw_fragment_program *fp,
144 struct brw_wm_prog_key *key)
145 {
146 struct gl_context *ctx = &brw->ctx;
147 void *mem_ctx = ralloc_context(NULL);
148 struct brw_wm_prog_data prog_data;
149 const GLuint *program;
150 struct brw_shader *fs = NULL;
151 GLuint program_size;
152 bool start_busy = false;
153 double start_time = 0;
154
155 if (prog)
156 fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
157
158 memset(&prog_data, 0, sizeof(prog_data));
159 /* key->alpha_test_func means simulating alpha testing via discards,
160 * so the shader definitely kills pixels.
161 */
162 prog_data.uses_kill = fp->program.UsesKill || key->alpha_test_func;
163 prog_data.uses_omask =
164 fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK);
165 prog_data.computed_depth_mode = computed_depth_mode(&fp->program);
166
167 prog_data.early_fragment_tests = fs && fs->base.EarlyFragmentTests;
168
169 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
170 if (!prog)
171 prog_data.base.use_alt_mode = true;
172
173 /* Allocate the references to the uniforms that will end up in the
174 * prog_data associated with the compiled program, and which will be freed
175 * by the state cache.
176 */
177 int param_count = fp->program.Base.nir->num_uniforms;
178 if (fs)
179 prog_data.base.nr_image_params = fs->base.NumImages;
180 /* The backend also sometimes adds params for texture size. */
181 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
182 prog_data.base.param =
183 rzalloc_array(NULL, const gl_constant_value *, param_count);
184 prog_data.base.pull_param =
185 rzalloc_array(NULL, const gl_constant_value *, param_count);
186 prog_data.base.image_param =
187 rzalloc_array(NULL, struct brw_image_param,
188 prog_data.base.nr_image_params);
189 prog_data.base.nr_params = param_count;
190
191 prog_data.barycentric_interp_modes =
192 brw_compute_barycentric_interp_modes(brw, key->flat_shade,
193 key->persample_shading,
194 &fp->program);
195
196 if (unlikely(brw->perf_debug)) {
197 start_busy = (brw->batch.last_bo &&
198 drm_intel_bo_busy(brw->batch.last_bo));
199 start_time = get_time();
200 }
201
202 program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data,
203 &fp->program, prog, &program_size);
204 if (program == NULL) {
205 ralloc_free(mem_ctx);
206 return false;
207 }
208
209 if (unlikely(brw->perf_debug) && fs) {
210 if (fs->compiled_once)
211 brw_wm_debug_recompile(brw, prog, key);
212 fs->compiled_once = true;
213
214 if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
215 perf_debug("FS compile took %.03f ms and stalled the GPU\n",
216 (get_time() - start_time) * 1000);
217 }
218 }
219
220 if (prog_data.base.total_scratch) {
221 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
222 prog_data.base.total_scratch * brw->max_wm_threads);
223 }
224
225 if (unlikely(INTEL_DEBUG & DEBUG_WM))
226 fprintf(stderr, "\n");
227
228 brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
229 key, sizeof(struct brw_wm_prog_key),
230 program, program_size,
231 &prog_data, sizeof(prog_data),
232 &brw->wm.base.prog_offset, &brw->wm.prog_data);
233
234 ralloc_free(mem_ctx);
235
236 return true;
237 }
238
239 static bool
240 key_debug(struct brw_context *brw, const char *name, int a, int b)
241 {
242 if (a != b) {
243 perf_debug(" %s %d->%d\n", name, a, b);
244 return true;
245 } else {
246 return false;
247 }
248 }
249
250 bool
251 brw_debug_recompile_sampler_key(struct brw_context *brw,
252 const struct brw_sampler_prog_key_data *old_key,
253 const struct brw_sampler_prog_key_data *key)
254 {
255 bool found = false;
256
257 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
258 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
259 old_key->swizzles[i], key->swizzles[i]);
260 }
261 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
262 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
263 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
264 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
265 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
266 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
267 found |= key_debug(brw, "gather channel quirk on any texture unit",
268 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
269 found |= key_debug(brw, "compressed multisample layout",
270 old_key->compressed_multisample_layout_mask,
271 key->compressed_multisample_layout_mask);
272
273 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
274 found |= key_debug(brw, "textureGather workarounds",
275 old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
276 }
277
278 return found;
279 }
280
281 void
282 brw_wm_debug_recompile(struct brw_context *brw,
283 struct gl_shader_program *prog,
284 const struct brw_wm_prog_key *key)
285 {
286 struct brw_cache_item *c = NULL;
287 const struct brw_wm_prog_key *old_key = NULL;
288 bool found = false;
289
290 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
291
292 for (unsigned int i = 0; i < brw->cache.size; i++) {
293 for (c = brw->cache.items[i]; c; c = c->next) {
294 if (c->cache_id == BRW_CACHE_FS_PROG) {
295 old_key = c->key;
296
297 if (old_key->program_string_id == key->program_string_id)
298 break;
299 }
300 }
301 if (c)
302 break;
303 }
304
305 if (!c) {
306 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
307 return;
308 }
309
310 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
311 "depth write",
312 old_key->iz_lookup, key->iz_lookup);
313 found |= key_debug(brw, "depth statistics",
314 old_key->stats_wm, key->stats_wm);
315 found |= key_debug(brw, "flat shading",
316 old_key->flat_shade, key->flat_shade);
317 found |= key_debug(brw, "per-sample shading",
318 old_key->persample_shading, key->persample_shading);
319 found |= key_debug(brw, "per-sample shading and 2x MSAA",
320 old_key->persample_2x, key->persample_2x);
321 found |= key_debug(brw, "number of color buffers",
322 old_key->nr_color_regions, key->nr_color_regions);
323 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
324 old_key->replicate_alpha, key->replicate_alpha);
325 found |= key_debug(brw, "rendering to FBO",
326 old_key->render_to_fbo, key->render_to_fbo);
327 found |= key_debug(brw, "fragment color clamping",
328 old_key->clamp_fragment_color, key->clamp_fragment_color);
329 found |= key_debug(brw, "line smoothing",
330 old_key->line_aa, key->line_aa);
331 found |= key_debug(brw, "renderbuffer height",
332 old_key->drawable_height, key->drawable_height);
333 found |= key_debug(brw, "input slots valid",
334 old_key->input_slots_valid, key->input_slots_valid);
335 found |= key_debug(brw, "mrt alpha test function",
336 old_key->alpha_test_func, key->alpha_test_func);
337 found |= key_debug(brw, "mrt alpha test reference value",
338 old_key->alpha_test_ref, key->alpha_test_ref);
339
340 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
341
342 if (!found) {
343 perf_debug(" Something else\n");
344 }
345 }
346
347 static uint8_t
348 gen6_gather_workaround(GLenum internalformat)
349 {
350 switch (internalformat) {
351 case GL_R8I: return WA_SIGN | WA_8BIT;
352 case GL_R8UI: return WA_8BIT;
353 case GL_R16I: return WA_SIGN | WA_16BIT;
354 case GL_R16UI: return WA_16BIT;
355 default:
356 /* Note that even though GL_R32I and GL_R32UI have format overrides in
357 * the surface state, there is no shader w/a required.
358 */
359 return 0;
360 }
361 }
362
363 void
364 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
365 const struct gl_program *prog,
366 unsigned sampler_count,
367 struct brw_sampler_prog_key_data *key)
368 {
369 struct brw_context *brw = brw_context(ctx);
370
371 for (int s = 0; s < sampler_count; s++) {
372 key->swizzles[s] = SWIZZLE_NOOP;
373
374 if (!(prog->SamplersUsed & (1 << s)))
375 continue;
376
377 int unit_id = prog->SamplerUnits[s];
378 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
379
380 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
381 const struct gl_texture_object *t = unit->_Current;
382 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
383 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
384
385 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
386 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
387 img->_BaseFormat == GL_DEPTH_STENCIL);
388
389 /* Haswell handles texture swizzling as surface format overrides
390 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
391 */
392 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
393 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
394
395 if (brw->gen < 8 &&
396 sampler->MinFilter != GL_NEAREST &&
397 sampler->MagFilter != GL_NEAREST) {
398 if (sampler->WrapS == GL_CLAMP)
399 key->gl_clamp_mask[0] |= 1 << s;
400 if (sampler->WrapT == GL_CLAMP)
401 key->gl_clamp_mask[1] |= 1 << s;
402 if (sampler->WrapR == GL_CLAMP)
403 key->gl_clamp_mask[2] |= 1 << s;
404 }
405
406 /* gather4's channel select for green from RG32F is broken; requires
407 * a shader w/a on IVB; fixable with just SCS on HSW.
408 */
409 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
410 if (img->InternalFormat == GL_RG32F)
411 key->gather_channel_quirk_mask |= 1 << s;
412 }
413
414 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
415 * UNORM/FLOAT instead and fix it in the shader.
416 */
417 if (brw->gen == 6 && prog->UsesGather) {
418 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
419 }
420
421 /* If this is a multisample sampler, and uses the CMS MSAA layout,
422 * then we need to emit slightly different code to first sample the
423 * MCS surface.
424 */
425 struct intel_texture_object *intel_tex =
426 intel_texture_object((struct gl_texture_object *)t);
427
428 if (brw->gen >= 7 &&
429 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
430 key->compressed_multisample_layout_mask |= 1 << s;
431 }
432 }
433 }
434 }
435
436 static bool
437 brw_wm_state_dirty (struct brw_context *brw)
438 {
439 return brw_state_dirty(brw,
440 _NEW_BUFFERS |
441 _NEW_COLOR |
442 _NEW_DEPTH |
443 _NEW_FRAG_CLAMP |
444 _NEW_HINT |
445 _NEW_LIGHT |
446 _NEW_LINE |
447 _NEW_MULTISAMPLE |
448 _NEW_POLYGON |
449 _NEW_STENCIL |
450 _NEW_TEXTURE,
451 BRW_NEW_FRAGMENT_PROGRAM |
452 BRW_NEW_REDUCED_PRIMITIVE |
453 BRW_NEW_STATS_WM |
454 BRW_NEW_VUE_MAP_GEOM_OUT);
455 }
456
457 static void
458 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
459 {
460 struct gl_context *ctx = &brw->ctx;
461 /* BRW_NEW_FRAGMENT_PROGRAM */
462 const struct brw_fragment_program *fp =
463 (struct brw_fragment_program *) brw->fragment_program;
464 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
465 GLuint lookup = 0;
466 GLuint line_aa;
467 bool program_uses_dfdy = fp->program.UsesDFdy;
468 const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
469
470 memset(key, 0, sizeof(*key));
471
472 /* Build the index for table lookup
473 */
474 if (brw->gen < 6) {
475 /* _NEW_COLOR */
476 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
477 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
478
479 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
480 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
481
482 /* _NEW_DEPTH */
483 if (ctx->Depth.Test)
484 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
485
486 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
487 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
488
489 /* _NEW_STENCIL | _NEW_BUFFERS */
490 if (ctx->Stencil._Enabled) {
491 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
492
493 if (ctx->Stencil.WriteMask[0] ||
494 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
495 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
496 }
497 key->iz_lookup = lookup;
498 }
499
500 line_aa = AA_NEVER;
501
502 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
503 if (ctx->Line.SmoothFlag) {
504 if (brw->reduced_primitive == GL_LINES) {
505 line_aa = AA_ALWAYS;
506 }
507 else if (brw->reduced_primitive == GL_TRIANGLES) {
508 if (ctx->Polygon.FrontMode == GL_LINE) {
509 line_aa = AA_SOMETIMES;
510
511 if (ctx->Polygon.BackMode == GL_LINE ||
512 (ctx->Polygon.CullFlag &&
513 ctx->Polygon.CullFaceMode == GL_BACK))
514 line_aa = AA_ALWAYS;
515 }
516 else if (ctx->Polygon.BackMode == GL_LINE) {
517 line_aa = AA_SOMETIMES;
518
519 if ((ctx->Polygon.CullFlag &&
520 ctx->Polygon.CullFaceMode == GL_FRONT))
521 line_aa = AA_ALWAYS;
522 }
523 }
524 }
525
526 key->line_aa = line_aa;
527
528 /* _NEW_HINT */
529 key->high_quality_derivatives =
530 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
531
532 if (brw->gen < 6)
533 key->stats_wm = brw->stats_wm;
534
535 /* _NEW_LIGHT */
536 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
537
538 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
539 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
540
541 /* _NEW_TEXTURE */
542 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
543 &key->tex);
544
545 /* _NEW_BUFFERS */
546 /*
547 * Include the draw buffer origin and height so that we can calculate
548 * fragment position values relative to the bottom left of the drawable,
549 * from the incoming screen origin relative position we get as part of our
550 * payload.
551 *
552 * This is only needed for the WM_WPOSXY opcode when the fragment program
553 * uses the gl_FragCoord input.
554 *
555 * We could avoid recompiling by including this as a constant referenced by
556 * our program, but if we were to do that it would also be nice to handle
557 * getting that constant updated at batchbuffer submit time (when we
558 * hold the lock and know where the buffer really is) rather than at emit
559 * time when we don't hold the lock and are just guessing. We could also
560 * just avoid using this as key data if the program doesn't use
561 * fragment.position.
562 *
563 * For DRI2 the origin_x/y will always be (0,0) but we still need the
564 * drawable height in order to invert the Y axis.
565 */
566 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
567 key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
568 }
569
570 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
571 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
572 }
573
574 /* _NEW_BUFFERS */
575 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
576
577 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
578 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
579 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
580
581 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
582 /* Ignore sample qualifier while computing this flag. */
583 key->persample_shading =
584 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
585 if (key->persample_shading)
586 key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;
587
588 key->compute_pos_offset =
589 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
590 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
591
592 key->compute_sample_id =
593 multisample_fbo &&
594 ctx->Multisample.Enabled &&
595 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
596
597 /* BRW_NEW_VUE_MAP_GEOM_OUT */
598 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
599 BRW_FS_VARYING_INPUT_MASK) > 16)
600 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
601
602
603 /* _NEW_COLOR | _NEW_BUFFERS */
604 /* Pre-gen6, the hardware alpha test always used each render
605 * target's alpha to do alpha test, as opposed to render target 0's alpha
606 * like GL requires. Fix that by building the alpha test into the
607 * shader, and we'll skip enabling the fixed function alpha test.
608 */
609 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
610 ctx->Color.AlphaEnabled) {
611 key->alpha_test_func = ctx->Color.AlphaFunc;
612 key->alpha_test_ref = ctx->Color.AlphaRef;
613 }
614
615 /* The unique fragment program ID */
616 key->program_string_id = fp->id;
617 }
618
619 void
620 brw_upload_wm_prog(struct brw_context *brw)
621 {
622 struct gl_context *ctx = &brw->ctx;
623 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
624 struct brw_wm_prog_key key;
625 struct brw_fragment_program *fp = (struct brw_fragment_program *)
626 brw->fragment_program;
627
628 if (!brw_wm_state_dirty(brw))
629 return;
630
631 brw_wm_populate_key(brw, &key);
632
633 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
634 &key, sizeof(key),
635 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
636 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
637 (void) success;
638 assert(success);
639 }
640 brw->wm.base.prog_data = &brw->wm.prog_data->base;
641 }
642
643 bool
644 brw_fs_precompile(struct gl_context *ctx,
645 struct gl_shader_program *shader_prog,
646 struct gl_program *prog)
647 {
648 struct brw_context *brw = brw_context(ctx);
649 struct brw_wm_prog_key key;
650
651 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
652 struct brw_fragment_program *bfp = brw_fragment_program(fp);
653 bool program_uses_dfdy = fp->UsesDFdy;
654
655 memset(&key, 0, sizeof(key));
656
657 if (brw->gen < 6) {
658 if (fp->UsesKill)
659 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
660
661 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
662 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
663
664 /* Just assume depth testing. */
665 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
666 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
667 }
668
669 if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
670 BRW_FS_VARYING_INPUT_MASK) > 16)
671 key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
672
673 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
674
675 if (fp->Base.InputsRead & VARYING_BIT_POS) {
676 key.drawable_height = ctx->DrawBuffer->Height;
677 }
678
679 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
680 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
681 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
682
683 if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
684 key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) ||
685 key.nr_color_regions > 1;
686 }
687
688 key.program_string_id = bfp->id;
689
690 uint32_t old_prog_offset = brw->wm.base.prog_offset;
691 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
692
693 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
694
695 brw->wm.base.prog_offset = old_prog_offset;
696 brw->wm.prog_data = old_prog_data;
697
698 return success;
699 }