Merge branch 'nir-spirv' into vulkan
[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 "main/enums.h"
30 #include "main/formats.h"
31 #include "main/fbobject.h"
32 #include "main/samplerobj.h"
33 #include "main/framebuffer.h"
34 #include "program/prog_parameter.h"
35 #include "program/program.h"
36 #include "intel_mipmap_tree.h"
37
38 #include "util/ralloc.h"
39
40 /**
41 * Return a bitfield where bit n is set if barycentric interpolation mode n
42 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
43 */
44 unsigned
45 brw_compute_barycentric_interp_modes(struct brw_context *brw,
46 bool shade_model_flat,
47 bool persample_shading,
48 const struct gl_fragment_program *fprog)
49 {
50 unsigned barycentric_interp_modes = 0;
51 int attr;
52
53 /* Loop through all fragment shader inputs to figure out what interpolation
54 * modes are in use, and set the appropriate bits in
55 * barycentric_interp_modes.
56 */
57 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
58 enum glsl_interp_qualifier interp_qualifier =
59 fprog->InterpQualifier[attr];
60 bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
61 !persample_shading;
62 bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
63 persample_shading;
64 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
65
66 /* Ignore unused inputs. */
67 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
68 continue;
69
70 /* Ignore WPOS and FACE, because they don't require interpolation. */
71 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
72 continue;
73
74 /* Determine the set (or sets) of barycentric coordinates needed to
75 * interpolate this variable. Note that when
76 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
77 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
78 * for lit pixels, so we need both sets of barycentric coordinates.
79 */
80 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
81 if (is_centroid) {
82 barycentric_interp_modes |=
83 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
84 } else if (is_sample) {
85 barycentric_interp_modes |=
86 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC;
87 }
88 if ((!is_centroid && !is_sample) ||
89 brw->needs_unlit_centroid_workaround) {
90 barycentric_interp_modes |=
91 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
92 }
93 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
94 (!(shade_model_flat && is_gl_Color) &&
95 interp_qualifier == INTERP_QUALIFIER_NONE)) {
96 if (is_centroid) {
97 barycentric_interp_modes |=
98 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
99 } else if (is_sample) {
100 barycentric_interp_modes |=
101 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC;
102 }
103 if ((!is_centroid && !is_sample) ||
104 brw->needs_unlit_centroid_workaround) {
105 barycentric_interp_modes |=
106 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
107 }
108 }
109 }
110
111 return barycentric_interp_modes;
112 }
113
114 static uint8_t
115 computed_depth_mode(struct gl_fragment_program *fp)
116 {
117 if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
118 switch (fp->FragDepthLayout) {
119 case FRAG_DEPTH_LAYOUT_NONE:
120 case FRAG_DEPTH_LAYOUT_ANY:
121 return BRW_PSCDEPTH_ON;
122 case FRAG_DEPTH_LAYOUT_GREATER:
123 return BRW_PSCDEPTH_ON_GE;
124 case FRAG_DEPTH_LAYOUT_LESS:
125 return BRW_PSCDEPTH_ON_LE;
126 case FRAG_DEPTH_LAYOUT_UNCHANGED:
127 return BRW_PSCDEPTH_OFF;
128 }
129 }
130 return BRW_PSCDEPTH_OFF;
131 }
132
133 bool
134 brw_wm_prog_data_compare(const void *in_a, const void *in_b)
135 {
136 const struct brw_wm_prog_data *a = in_a;
137 const struct brw_wm_prog_data *b = in_b;
138
139 /* Compare the base structure. */
140 if (!brw_stage_prog_data_compare(&a->base, &b->base))
141 return false;
142
143 /* Compare the rest of the structure. */
144 const unsigned offset = sizeof(struct brw_stage_prog_data);
145 if (memcmp(((char *) a) + offset, ((char *) b) + offset,
146 sizeof(struct brw_wm_prog_data) - offset))
147 return false;
148
149 return true;
150 }
151
152 /**
153 * All Mesa program -> GPU code generation goes through this function.
154 * Depending on the instructions used (i.e. flow control instructions)
155 * we'll use one of two code generators.
156 */
157 bool
158 brw_codegen_wm_prog(struct brw_context *brw,
159 struct gl_shader_program *prog,
160 struct brw_fragment_program *fp,
161 struct brw_wm_prog_key *key)
162 {
163 struct gl_context *ctx = &brw->ctx;
164 void *mem_ctx = ralloc_context(NULL);
165 struct brw_wm_prog_data prog_data;
166 const GLuint *program;
167 struct gl_shader *fs = NULL;
168 GLuint program_size;
169
170 if (prog)
171 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
172
173 memset(&prog_data, 0, sizeof(prog_data));
174 /* key->alpha_test_func means simulating alpha testing via discards,
175 * so the shader definitely kills pixels.
176 */
177 prog_data.uses_kill = fp->program.UsesKill || key->alpha_test_func;
178 prog_data.uses_omask =
179 fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK);
180 prog_data.computed_depth_mode = computed_depth_mode(&fp->program);
181
182 prog_data.early_fragment_tests = fs && fs->EarlyFragmentTests;
183
184 /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
185 if (!prog)
186 prog_data.base.use_alt_mode = true;
187
188 /* Allocate the references to the uniforms that will end up in the
189 * prog_data associated with the compiled program, and which will be freed
190 * by the state cache.
191 */
192 int param_count;
193 if (fs) {
194 param_count = fs->num_uniform_components +
195 fs->NumImages * BRW_IMAGE_PARAM_SIZE;
196 prog_data.base.nr_image_params = fs->NumImages;
197 } else {
198 param_count = fp->program.Base.Parameters->NumParameters * 4;
199 }
200 /* The backend also sometimes adds params for texture size. */
201 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
202 prog_data.base.param =
203 rzalloc_array(NULL, const gl_constant_value *, param_count);
204 prog_data.base.pull_param =
205 rzalloc_array(NULL, const gl_constant_value *, param_count);
206 prog_data.base.image_param =
207 rzalloc_array(NULL, struct brw_image_param,
208 prog_data.base.nr_image_params);
209 prog_data.base.nr_params = param_count;
210
211 prog_data.barycentric_interp_modes =
212 brw_compute_barycentric_interp_modes(brw, key->flat_shade,
213 key->persample_shading,
214 &fp->program);
215
216 program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data,
217 &fp->program, prog, &program_size);
218 if (program == NULL) {
219 ralloc_free(mem_ctx);
220 return false;
221 }
222
223 if (prog_data.base.total_scratch) {
224 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
225 prog_data.base.total_scratch * brw->max_wm_threads);
226 }
227
228 if (unlikely(INTEL_DEBUG & DEBUG_WM))
229 fprintf(stderr, "\n");
230
231 brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
232 key, sizeof(struct brw_wm_prog_key),
233 program, program_size,
234 &prog_data, sizeof(prog_data),
235 &brw->wm.base.prog_offset, &brw->wm.prog_data);
236
237 ralloc_free(mem_ctx);
238
239 return true;
240 }
241
242 static bool
243 key_debug(struct brw_context *brw, const char *name, int a, int b)
244 {
245 if (a != b) {
246 perf_debug(" %s %d->%d\n", name, a, b);
247 return true;
248 } else {
249 return false;
250 }
251 }
252
253 bool
254 brw_debug_recompile_sampler_key(struct brw_context *brw,
255 const struct brw_sampler_prog_key_data *old_key,
256 const struct brw_sampler_prog_key_data *key)
257 {
258 bool found = false;
259
260 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
261 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
262 old_key->swizzles[i], key->swizzles[i]);
263 }
264 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
265 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
266 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
267 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
268 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
269 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
270 found |= key_debug(brw, "gather channel quirk on any texture unit",
271 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
272 found |= key_debug(brw, "compressed multisample layout",
273 old_key->compressed_multisample_layout_mask,
274 key->compressed_multisample_layout_mask);
275
276 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
277 found |= key_debug(brw, "textureGather workarounds",
278 old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
279 }
280
281 return found;
282 }
283
284 void
285 brw_wm_debug_recompile(struct brw_context *brw,
286 struct gl_shader_program *prog,
287 const struct brw_wm_prog_key *key)
288 {
289 struct brw_cache_item *c = NULL;
290 const struct brw_wm_prog_key *old_key = NULL;
291 bool found = false;
292
293 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
294
295 for (unsigned int i = 0; i < brw->cache.size; i++) {
296 for (c = brw->cache.items[i]; c; c = c->next) {
297 if (c->cache_id == BRW_CACHE_FS_PROG) {
298 old_key = c->key;
299
300 if (old_key->program_string_id == key->program_string_id)
301 break;
302 }
303 }
304 if (c)
305 break;
306 }
307
308 if (!c) {
309 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
310 return;
311 }
312
313 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
314 "depth write",
315 old_key->iz_lookup, key->iz_lookup);
316 found |= key_debug(brw, "depth statistics",
317 old_key->stats_wm, key->stats_wm);
318 found |= key_debug(brw, "flat shading",
319 old_key->flat_shade, key->flat_shade);
320 found |= key_debug(brw, "per-sample shading",
321 old_key->persample_shading, key->persample_shading);
322 found |= key_debug(brw, "per-sample shading and 2x MSAA",
323 old_key->persample_2x, key->persample_2x);
324 found |= key_debug(brw, "number of color buffers",
325 old_key->nr_color_regions, key->nr_color_regions);
326 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
327 old_key->replicate_alpha, key->replicate_alpha);
328 found |= key_debug(brw, "rendering to FBO",
329 old_key->render_to_fbo, key->render_to_fbo);
330 found |= key_debug(brw, "fragment color clamping",
331 old_key->clamp_fragment_color, key->clamp_fragment_color);
332 found |= key_debug(brw, "line smoothing",
333 old_key->line_aa, key->line_aa);
334 found |= key_debug(brw, "renderbuffer height",
335 old_key->drawable_height, key->drawable_height);
336 found |= key_debug(brw, "input slots valid",
337 old_key->input_slots_valid, key->input_slots_valid);
338 found |= key_debug(brw, "mrt alpha test function",
339 old_key->alpha_test_func, key->alpha_test_func);
340 found |= key_debug(brw, "mrt alpha test reference value",
341 old_key->alpha_test_ref, key->alpha_test_ref);
342
343 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
344
345 if (!found) {
346 perf_debug(" Something else\n");
347 }
348 }
349
350 static uint8_t
351 gen6_gather_workaround(GLenum internalformat)
352 {
353 switch (internalformat) {
354 case GL_R8I: return WA_SIGN | WA_8BIT;
355 case GL_R8UI: return WA_8BIT;
356 case GL_R16I: return WA_SIGN | WA_16BIT;
357 case GL_R16UI: return WA_16BIT;
358 default:
359 /* Note that even though GL_R32I and GL_R32UI have format overrides in
360 * the surface state, there is no shader w/a required.
361 */
362 return 0;
363 }
364 }
365
366 void
367 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
368 const struct gl_program *prog,
369 unsigned sampler_count,
370 struct brw_sampler_prog_key_data *key)
371 {
372 struct brw_context *brw = brw_context(ctx);
373
374 for (int s = 0; s < sampler_count; s++) {
375 key->swizzles[s] = SWIZZLE_NOOP;
376
377 if (!(prog->SamplersUsed & (1 << s)))
378 continue;
379
380 int unit_id = prog->SamplerUnits[s];
381 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
382
383 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
384 const struct gl_texture_object *t = unit->_Current;
385 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
386 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
387
388 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
389 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
390 img->_BaseFormat == GL_DEPTH_STENCIL);
391
392 /* Haswell handles texture swizzling as surface format overrides
393 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
394 */
395 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
396 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
397
398 if (brw->gen < 8 &&
399 sampler->MinFilter != GL_NEAREST &&
400 sampler->MagFilter != GL_NEAREST) {
401 if (sampler->WrapS == GL_CLAMP)
402 key->gl_clamp_mask[0] |= 1 << s;
403 if (sampler->WrapT == GL_CLAMP)
404 key->gl_clamp_mask[1] |= 1 << s;
405 if (sampler->WrapR == GL_CLAMP)
406 key->gl_clamp_mask[2] |= 1 << s;
407 }
408
409 /* gather4's channel select for green from RG32F is broken; requires
410 * a shader w/a on IVB; fixable with just SCS on HSW.
411 */
412 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
413 if (img->InternalFormat == GL_RG32F)
414 key->gather_channel_quirk_mask |= 1 << s;
415 }
416
417 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
418 * UNORM/FLOAT instead and fix it in the shader.
419 */
420 if (brw->gen == 6 && prog->UsesGather) {
421 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
422 }
423
424 /* If this is a multisample sampler, and uses the CMS MSAA layout,
425 * then we need to emit slightly different code to first sample the
426 * MCS surface.
427 */
428 struct intel_texture_object *intel_tex =
429 intel_texture_object((struct gl_texture_object *)t);
430
431 if (brw->gen >= 7 &&
432 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
433 key->compressed_multisample_layout_mask |= 1 << s;
434 }
435 }
436 }
437 }
438
439 static bool
440 brw_wm_state_dirty (struct brw_context *brw)
441 {
442 return brw_state_dirty(brw,
443 _NEW_BUFFERS |
444 _NEW_COLOR |
445 _NEW_DEPTH |
446 _NEW_FRAG_CLAMP |
447 _NEW_HINT |
448 _NEW_LIGHT |
449 _NEW_LINE |
450 _NEW_MULTISAMPLE |
451 _NEW_POLYGON |
452 _NEW_STENCIL |
453 _NEW_TEXTURE,
454 BRW_NEW_FRAGMENT_PROGRAM |
455 BRW_NEW_REDUCED_PRIMITIVE |
456 BRW_NEW_STATS_WM |
457 BRW_NEW_VUE_MAP_GEOM_OUT);
458 }
459
460 static void
461 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
462 {
463 struct gl_context *ctx = &brw->ctx;
464 /* BRW_NEW_FRAGMENT_PROGRAM */
465 const struct brw_fragment_program *fp =
466 (struct brw_fragment_program *) brw->fragment_program;
467 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
468 GLuint lookup = 0;
469 GLuint line_aa;
470 bool program_uses_dfdy = fp->program.UsesDFdy;
471 const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
472
473 memset(key, 0, sizeof(*key));
474
475 /* Build the index for table lookup
476 */
477 if (brw->gen < 6) {
478 /* _NEW_COLOR */
479 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
480 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
481
482 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
483 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
484
485 /* _NEW_DEPTH */
486 if (ctx->Depth.Test)
487 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
488
489 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
490 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
491
492 /* _NEW_STENCIL | _NEW_BUFFERS */
493 if (ctx->Stencil._Enabled) {
494 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
495
496 if (ctx->Stencil.WriteMask[0] ||
497 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
498 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
499 }
500 key->iz_lookup = lookup;
501 }
502
503 line_aa = AA_NEVER;
504
505 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
506 if (ctx->Line.SmoothFlag) {
507 if (brw->reduced_primitive == GL_LINES) {
508 line_aa = AA_ALWAYS;
509 }
510 else if (brw->reduced_primitive == GL_TRIANGLES) {
511 if (ctx->Polygon.FrontMode == GL_LINE) {
512 line_aa = AA_SOMETIMES;
513
514 if (ctx->Polygon.BackMode == GL_LINE ||
515 (ctx->Polygon.CullFlag &&
516 ctx->Polygon.CullFaceMode == GL_BACK))
517 line_aa = AA_ALWAYS;
518 }
519 else if (ctx->Polygon.BackMode == GL_LINE) {
520 line_aa = AA_SOMETIMES;
521
522 if ((ctx->Polygon.CullFlag &&
523 ctx->Polygon.CullFaceMode == GL_FRONT))
524 line_aa = AA_ALWAYS;
525 }
526 }
527 }
528
529 key->line_aa = line_aa;
530
531 /* _NEW_HINT */
532 key->high_quality_derivatives =
533 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
534
535 if (brw->gen < 6)
536 key->stats_wm = brw->stats_wm;
537
538 /* _NEW_LIGHT */
539 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
540
541 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
542 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
543
544 /* _NEW_TEXTURE */
545 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
546 &key->tex);
547
548 /* _NEW_BUFFERS */
549 /*
550 * Include the draw buffer origin and height so that we can calculate
551 * fragment position values relative to the bottom left of the drawable,
552 * from the incoming screen origin relative position we get as part of our
553 * payload.
554 *
555 * This is only needed for the WM_WPOSXY opcode when the fragment program
556 * uses the gl_FragCoord input.
557 *
558 * We could avoid recompiling by including this as a constant referenced by
559 * our program, but if we were to do that it would also be nice to handle
560 * getting that constant updated at batchbuffer submit time (when we
561 * hold the lock and know where the buffer really is) rather than at emit
562 * time when we don't hold the lock and are just guessing. We could also
563 * just avoid using this as key data if the program doesn't use
564 * fragment.position.
565 *
566 * For DRI2 the origin_x/y will always be (0,0) but we still need the
567 * drawable height in order to invert the Y axis.
568 */
569 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
570 key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer);
571 }
572
573 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
574 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
575 }
576
577 /* _NEW_BUFFERS */
578 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
579
580 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
581 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
582 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
583
584 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
585 /* Ignore sample qualifier while computing this flag. */
586 key->persample_shading =
587 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
588 if (key->persample_shading)
589 key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2;
590
591 key->compute_pos_offset =
592 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
593 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
594
595 key->compute_sample_id =
596 multisample_fbo &&
597 ctx->Multisample.Enabled &&
598 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
599
600 /* BRW_NEW_VUE_MAP_GEOM_OUT */
601 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
602 BRW_FS_VARYING_INPUT_MASK) > 16)
603 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
604
605
606 /* _NEW_COLOR | _NEW_BUFFERS */
607 /* Pre-gen6, the hardware alpha test always used each render
608 * target's alpha to do alpha test, as opposed to render target 0's alpha
609 * like GL requires. Fix that by building the alpha test into the
610 * shader, and we'll skip enabling the fixed function alpha test.
611 */
612 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
613 ctx->Color.AlphaEnabled) {
614 key->alpha_test_func = ctx->Color.AlphaFunc;
615 key->alpha_test_ref = ctx->Color.AlphaRef;
616 }
617
618 /* The unique fragment program ID */
619 key->program_string_id = fp->id;
620 }
621
622 void
623 brw_upload_wm_prog(struct brw_context *brw)
624 {
625 struct gl_context *ctx = &brw->ctx;
626 struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram;
627 struct brw_wm_prog_key key;
628 struct brw_fragment_program *fp = (struct brw_fragment_program *)
629 brw->fragment_program;
630
631 if (!brw_wm_state_dirty(brw))
632 return;
633
634 brw_wm_populate_key(brw, &key);
635
636 if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
637 &key, sizeof(key),
638 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
639 bool success = brw_codegen_wm_prog(brw, current, fp, &key);
640 (void) success;
641 assert(success);
642 }
643 brw->wm.base.prog_data = &brw->wm.prog_data->base;
644 }