i965: Flip interpolateAtOffset's y offset when necessary.
[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 bool
184 brw_debug_recompile_sampler_key(struct brw_context *brw,
185 const struct brw_sampler_prog_key_data *old_key,
186 const struct brw_sampler_prog_key_data *key)
187 {
188 bool found = false;
189
190 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
191 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
192 old_key->swizzles[i], key->swizzles[i]);
193 }
194 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
195 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
196 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
197 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
198 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
199 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
200 found |= key_debug(brw, "gather channel quirk on any texture unit",
201 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
202 found |= key_debug(brw, "compressed multisample layout",
203 old_key->compressed_multisample_layout_mask,
204 key->compressed_multisample_layout_mask);
205 found |= key_debug(brw, "16x msaa",
206 old_key->msaa_16,
207 key->msaa_16);
208
209 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
210 found |= key_debug(brw, "textureGather workarounds",
211 old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
212 }
213
214 return found;
215 }
216
217 void
218 brw_wm_debug_recompile(struct brw_context *brw,
219 struct gl_shader_program *prog,
220 const struct brw_wm_prog_key *key)
221 {
222 struct brw_cache_item *c = NULL;
223 const struct brw_wm_prog_key *old_key = NULL;
224 bool found = false;
225
226 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
227
228 for (unsigned int i = 0; i < brw->cache.size; i++) {
229 for (c = brw->cache.items[i]; c; c = c->next) {
230 if (c->cache_id == BRW_CACHE_FS_PROG) {
231 old_key = c->key;
232
233 if (old_key->program_string_id == key->program_string_id)
234 break;
235 }
236 }
237 if (c)
238 break;
239 }
240
241 if (!c) {
242 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
243 return;
244 }
245
246 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
247 "depth write",
248 old_key->iz_lookup, key->iz_lookup);
249 found |= key_debug(brw, "depth statistics",
250 old_key->stats_wm, key->stats_wm);
251 found |= key_debug(brw, "flat shading",
252 old_key->flat_shade, key->flat_shade);
253 found |= key_debug(brw, "per-sample interpolation",
254 old_key->persample_interp, key->persample_interp);
255 found |= key_debug(brw, "number of color buffers",
256 old_key->nr_color_regions, key->nr_color_regions);
257 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
258 old_key->replicate_alpha, key->replicate_alpha);
259 found |= key_debug(brw, "rendering to FBO",
260 old_key->render_to_fbo, key->render_to_fbo);
261 found |= key_debug(brw, "fragment color clamping",
262 old_key->clamp_fragment_color, key->clamp_fragment_color);
263 found |= key_debug(brw, "multisampled FBO",
264 old_key->multisample_fbo, key->multisample_fbo);
265 found |= key_debug(brw, "line smoothing",
266 old_key->line_aa, key->line_aa);
267 found |= key_debug(brw, "renderbuffer height",
268 old_key->drawable_height, key->drawable_height);
269 found |= key_debug(brw, "input slots valid",
270 old_key->input_slots_valid, key->input_slots_valid);
271 found |= key_debug(brw, "mrt alpha test function",
272 old_key->alpha_test_func, key->alpha_test_func);
273 found |= key_debug(brw, "mrt alpha test reference value",
274 old_key->alpha_test_ref, key->alpha_test_ref);
275
276 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
277
278 if (!found) {
279 perf_debug(" Something else\n");
280 }
281 }
282
283 static uint8_t
284 gen6_gather_workaround(GLenum internalformat)
285 {
286 switch (internalformat) {
287 case GL_R8I: return WA_SIGN | WA_8BIT;
288 case GL_R8UI: return WA_8BIT;
289 case GL_R16I: return WA_SIGN | WA_16BIT;
290 case GL_R16UI: return WA_16BIT;
291 default:
292 /* Note that even though GL_R32I and GL_R32UI have format overrides in
293 * the surface state, there is no shader w/a required.
294 */
295 return 0;
296 }
297 }
298
299 void
300 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
301 const struct gl_program *prog,
302 unsigned sampler_count,
303 struct brw_sampler_prog_key_data *key)
304 {
305 struct brw_context *brw = brw_context(ctx);
306
307 for (int s = 0; s < sampler_count; s++) {
308 key->swizzles[s] = SWIZZLE_NOOP;
309
310 if (!(prog->SamplersUsed & (1 << s)))
311 continue;
312
313 int unit_id = prog->SamplerUnits[s];
314 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
315
316 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
317 const struct gl_texture_object *t = unit->_Current;
318 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
319 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
320
321 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
322 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
323 img->_BaseFormat == GL_DEPTH_STENCIL);
324
325 /* Haswell handles texture swizzling as surface format overrides
326 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
327 */
328 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
329 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
330
331 if (brw->gen < 8 &&
332 sampler->MinFilter != GL_NEAREST &&
333 sampler->MagFilter != GL_NEAREST) {
334 if (sampler->WrapS == GL_CLAMP)
335 key->gl_clamp_mask[0] |= 1 << s;
336 if (sampler->WrapT == GL_CLAMP)
337 key->gl_clamp_mask[1] |= 1 << s;
338 if (sampler->WrapR == GL_CLAMP)
339 key->gl_clamp_mask[2] |= 1 << s;
340 }
341
342 /* gather4's channel select for green from RG32F is broken; requires
343 * a shader w/a on IVB; fixable with just SCS on HSW.
344 */
345 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
346 if (img->InternalFormat == GL_RG32F)
347 key->gather_channel_quirk_mask |= 1 << s;
348 }
349
350 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
351 * UNORM/FLOAT instead and fix it in the shader.
352 */
353 if (brw->gen == 6 && prog->UsesGather) {
354 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
355 }
356
357 /* If this is a multisample sampler, and uses the CMS MSAA layout,
358 * then we need to emit slightly different code to first sample the
359 * MCS surface.
360 */
361 struct intel_texture_object *intel_tex =
362 intel_texture_object((struct gl_texture_object *)t);
363
364 /* From gen9 onwards some single sampled buffers can also be
365 * compressed. These don't need ld2dms sampling along with mcs fetch.
366 */
367 if (brw->gen >= 7 &&
368 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS &&
369 intel_tex->mt->num_samples > 1) {
370 key->compressed_multisample_layout_mask |= 1 << s;
371
372 if (intel_tex->mt->num_samples >= 16) {
373 assert(brw->gen >= 9);
374 key->msaa_16 |= 1 << s;
375 }
376 }
377 }
378 }
379 }
380
381 static bool
382 brw_wm_state_dirty (struct brw_context *brw)
383 {
384 return brw_state_dirty(brw,
385 _NEW_BUFFERS |
386 _NEW_COLOR |
387 _NEW_DEPTH |
388 _NEW_FRAG_CLAMP |
389 _NEW_HINT |
390 _NEW_LIGHT |
391 _NEW_LINE |
392 _NEW_MULTISAMPLE |
393 _NEW_POLYGON |
394 _NEW_STENCIL |
395 _NEW_TEXTURE,
396 BRW_NEW_FRAGMENT_PROGRAM |
397 BRW_NEW_REDUCED_PRIMITIVE |
398 BRW_NEW_STATS_WM |
399 BRW_NEW_VUE_MAP_GEOM_OUT);
400 }
401
402 static void
403 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
404 {
405 struct gl_context *ctx = &brw->ctx;
406 /* BRW_NEW_FRAGMENT_PROGRAM */
407 const struct brw_fragment_program *fp =
408 (struct brw_fragment_program *) brw->fragment_program;
409 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
410 GLuint lookup = 0;
411 GLuint line_aa;
412 bool program_uses_dfdy = fp->program.UsesDFdy;
413
414 memset(key, 0, sizeof(*key));
415
416 /* Build the index for table lookup
417 */
418 if (brw->gen < 6) {
419 /* _NEW_COLOR */
420 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
421 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
422
423 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
424 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
425
426 /* _NEW_DEPTH */
427 if (ctx->Depth.Test)
428 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
429
430 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
431 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
432
433 /* _NEW_STENCIL | _NEW_BUFFERS */
434 if (ctx->Stencil._Enabled) {
435 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
436
437 if (ctx->Stencil.WriteMask[0] ||
438 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
439 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
440 }
441 key->iz_lookup = lookup;
442 }
443
444 line_aa = AA_NEVER;
445
446 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
447 if (ctx->Line.SmoothFlag) {
448 if (brw->reduced_primitive == GL_LINES) {
449 line_aa = AA_ALWAYS;
450 }
451 else if (brw->reduced_primitive == GL_TRIANGLES) {
452 if (ctx->Polygon.FrontMode == GL_LINE) {
453 line_aa = AA_SOMETIMES;
454
455 if (ctx->Polygon.BackMode == GL_LINE ||
456 (ctx->Polygon.CullFlag &&
457 ctx->Polygon.CullFaceMode == GL_BACK))
458 line_aa = AA_ALWAYS;
459 }
460 else if (ctx->Polygon.BackMode == GL_LINE) {
461 line_aa = AA_SOMETIMES;
462
463 if ((ctx->Polygon.CullFlag &&
464 ctx->Polygon.CullFaceMode == GL_FRONT))
465 line_aa = AA_ALWAYS;
466 }
467 }
468 }
469
470 key->line_aa = line_aa;
471
472 /* _NEW_HINT */
473 key->high_quality_derivatives =
474 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
475
476 if (brw->gen < 6)
477 key->stats_wm = brw->stats_wm;
478
479 /* _NEW_LIGHT */
480 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
481
482 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
483 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
484
485 /* _NEW_TEXTURE */
486 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
487 &key->tex);
488
489 /* _NEW_BUFFERS */
490 /*
491 * Include the draw buffer origin and height so that we can calculate
492 * fragment position values relative to the bottom left of the drawable,
493 * from the incoming screen origin relative position we get as part of our
494 * payload.
495 *
496 * This is only needed for the WM_WPOSXY opcode when the fragment program
497 * uses the gl_FragCoord input.
498 *
499 * We could avoid recompiling by including this as a constant referenced by
500 * our program, but if we were to do that it would also be nice to handle
501 * getting that constant updated at batchbuffer submit time (when we
502 * hold the lock and know where the buffer really is) rather than at emit
503 * time when we don't hold the lock and are just guessing. We could also
504 * just avoid using this as key data if the program doesn't use
505 * fragment.position.
506 *
507 * For DRI2 the origin_x/y will always be (0,0) but we still need the
508 * drawable height in order to invert the Y axis.
509 */
510 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
511 key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
512 }
513
514 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) ||
515 program_uses_dfdy || prog->nir->info.uses_interp_var_at_offset) {
516 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
517 }
518
519 /* _NEW_BUFFERS */
520 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
521
522 /* _NEW_COLOR */
523 key->force_dual_color_blend = brw->dual_color_blend_by_location &&
524 (ctx->Color.BlendEnabled & 1) && ctx->Color.Blend[0]._UsesDualSrc;
525
526 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
527 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
528 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
529
530 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
531 /* Ignore sample qualifier while computing this flag. */
532 if (ctx->Multisample.Enabled) {
533 key->persample_interp =
534 ctx->Multisample.SampleShading &&
535 (ctx->Multisample.MinSampleShadingValue *
536 _mesa_geometric_samples(ctx->DrawBuffer) > 1);
537
538 key->multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
539 }
540
541 /* BRW_NEW_VUE_MAP_GEOM_OUT */
542 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
543 BRW_FS_VARYING_INPUT_MASK) > 16)
544 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
545
546
547 /* _NEW_COLOR | _NEW_BUFFERS */
548 /* Pre-gen6, the hardware alpha test always used each render
549 * target's alpha to do alpha test, as opposed to render target 0's alpha
550 * like GL requires. Fix that by building the alpha test into the
551 * shader, and we'll skip enabling the fixed function alpha test.
552 */
553 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
554 ctx->Color.AlphaEnabled) {
555 key->alpha_test_func = ctx->Color.AlphaFunc;
556 key->alpha_test_ref = ctx->Color.AlphaRef;
557 }
558
559 /* The unique fragment program ID */
560 key->program_string_id = fp->id;
561 }
562
563 void
564 brw_upload_wm_prog(struct brw_context *brw)
565 {
566 struct gl_context *ctx = &brw->ctx;
567 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
568 struct brw_wm_prog_key key;
569 struct brw_fragment_program *fp = (struct brw_fragment_program *)
570 brw->fragment_program;
571
572 if (!brw_wm_state_dirty(brw))
573 return;
574
575 brw_wm_populate_key(brw, &key);
576
577 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
578 &key, sizeof(key),
579 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
580 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
581 (void) success;
582 assert(success);
583 }
584 brw->wm.base.prog_data = &brw->wm.prog_data->base;
585 }
586
587 bool
588 brw_fs_precompile(struct gl_context *ctx,
589 struct gl_shader_program *shader_prog,
590 struct gl_program *prog)
591 {
592 struct brw_context *brw = brw_context(ctx);
593 struct brw_wm_prog_key key;
594
595 struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
596 struct brw_fragment_program *bfp = brw_fragment_program(fp);
597 bool program_uses_dfdy = fp->UsesDFdy;
598
599 memset(&key, 0, sizeof(key));
600
601 if (brw->gen < 6) {
602 if (fp->UsesKill)
603 key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
604
605 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
606 key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
607
608 /* Just assume depth testing. */
609 key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
610 key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
611 }
612
613 if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead &
614 BRW_FS_VARYING_INPUT_MASK) > 16)
615 key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS;
616
617 brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base);
618
619 if (fp->Base.InputsRead & VARYING_BIT_POS) {
620 key.drawable_height = ctx->DrawBuffer->Height;
621 }
622
623 key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten &
624 ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
625 BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
626
627 if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
628 key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) ||
629 key.nr_color_regions > 1;
630 }
631
632 key.program_string_id = bfp->id;
633
634 uint32_t old_prog_offset = brw->wm.base.prog_offset;
635 struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
636
637 bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key);
638
639 brw->wm.base.prog_offset = old_prog_offset;
640 brw->wm.prog_data = old_prog_data;
641
642 return success;
643 }