• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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 "intel_image.h"
39 #include "brw_nir.h"
40 #include "brw_program.h"
41 
42 #include "util/ralloc.h"
43 
44 static void
assign_fs_binding_table_offsets(const struct gen_device_info * devinfo,const struct gl_program * prog,const struct brw_wm_prog_key * key,struct brw_wm_prog_data * prog_data)45 assign_fs_binding_table_offsets(const struct gen_device_info *devinfo,
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    next_binding_table_offset =
59       brw_assign_common_binding_table_offsets(devinfo, prog, &prog_data->base,
60                                               next_binding_table_offset);
61 
62    if (prog->nir->info->outputs_read && !key->coherent_fb_fetch) {
63       prog_data->binding_table.render_target_read_start =
64          next_binding_table_offset;
65       next_binding_table_offset += key->nr_color_regions;
66    }
67 }
68 
69 static void
brw_wm_debug_recompile(struct brw_context * brw,struct gl_program * prog,const struct brw_wm_prog_key * key)70 brw_wm_debug_recompile(struct brw_context *brw, struct gl_program *prog,
71                        const struct brw_wm_prog_key *key)
72 {
73    perf_debug("Recompiling fragment shader for program %d\n", prog->Id);
74 
75    bool found = false;
76    const struct brw_wm_prog_key *old_key =
77       brw_find_previous_compile(&brw->cache, BRW_CACHE_FS_PROG,
78                                 key->program_string_id);
79 
80    if (!old_key) {
81       perf_debug("  Didn't find previous compile in the shader cache for debug\n");
82       return;
83    }
84 
85    found |= key_debug(brw, "alphatest, computed depth, depth test, or "
86                       "depth write",
87                       old_key->iz_lookup, key->iz_lookup);
88    found |= key_debug(brw, "depth statistics",
89                       old_key->stats_wm, key->stats_wm);
90    found |= key_debug(brw, "flat shading",
91                       old_key->flat_shade, key->flat_shade);
92    found |= key_debug(brw, "per-sample interpolation",
93                       old_key->persample_interp, key->persample_interp);
94    found |= key_debug(brw, "number of color buffers",
95                       old_key->nr_color_regions, key->nr_color_regions);
96    found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
97                       old_key->replicate_alpha, key->replicate_alpha);
98    found |= key_debug(brw, "fragment color clamping",
99                       old_key->clamp_fragment_color, key->clamp_fragment_color);
100    found |= key_debug(brw, "multisampled FBO",
101                       old_key->multisample_fbo, key->multisample_fbo);
102    found |= key_debug(brw, "line smoothing",
103                       old_key->line_aa, key->line_aa);
104    found |= key_debug(brw, "input slots valid",
105                       old_key->input_slots_valid, key->input_slots_valid);
106    found |= key_debug(brw, "mrt alpha test function",
107                       old_key->alpha_test_func, key->alpha_test_func);
108    found |= key_debug(brw, "mrt alpha test reference value",
109                       old_key->alpha_test_ref, key->alpha_test_ref);
110 
111    found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
112 
113    if (!found) {
114       perf_debug("  Something else\n");
115    }
116 }
117 
118 /**
119  * All Mesa program -> GPU code generation goes through this function.
120  * Depending on the instructions used (i.e. flow control instructions)
121  * we'll use one of two code generators.
122  */
123 static bool
brw_codegen_wm_prog(struct brw_context * brw,struct brw_program * fp,struct brw_wm_prog_key * key,struct brw_vue_map * vue_map)124 brw_codegen_wm_prog(struct brw_context *brw,
125                     struct brw_program *fp,
126                     struct brw_wm_prog_key *key,
127                     struct brw_vue_map *vue_map)
128 {
129    const struct gen_device_info *devinfo = &brw->screen->devinfo;
130    struct gl_context *ctx = &brw->ctx;
131    void *mem_ctx = ralloc_context(NULL);
132    struct brw_wm_prog_data prog_data;
133    const GLuint *program;
134    GLuint program_size;
135    bool start_busy = false;
136    double start_time = 0;
137 
138    memset(&prog_data, 0, sizeof(prog_data));
139 
140    /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */
141    if (fp->program.is_arb_asm)
142       prog_data.base.use_alt_mode = true;
143 
144    assign_fs_binding_table_offsets(devinfo, &fp->program, key, &prog_data);
145 
146    /* Allocate the references to the uniforms that will end up in the
147     * prog_data associated with the compiled program, and which will be freed
148     * by the state cache.
149     */
150    int param_count = fp->program.nir->num_uniforms / 4;
151    prog_data.base.nr_image_params = fp->program.info.num_images;
152    /* The backend also sometimes adds params for texture size. */
153    param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
154    prog_data.base.param =
155       rzalloc_array(NULL, const gl_constant_value *, param_count);
156    prog_data.base.pull_param =
157       rzalloc_array(NULL, const gl_constant_value *, param_count);
158    prog_data.base.image_param =
159       rzalloc_array(NULL, struct brw_image_param,
160                     prog_data.base.nr_image_params);
161    prog_data.base.nr_params = param_count;
162 
163    if (!fp->program.is_arb_asm) {
164       brw_nir_setup_glsl_uniforms(fp->program.nir, &fp->program,
165                                   &prog_data.base, true);
166    } else {
167       brw_nir_setup_arb_uniforms(fp->program.nir, &fp->program,
168                                  &prog_data.base);
169 
170       if (unlikely(INTEL_DEBUG & DEBUG_WM))
171          brw_dump_arb_asm("fragment", &fp->program);
172    }
173 
174    if (unlikely(brw->perf_debug)) {
175       start_busy = (brw->batch.last_bo &&
176                     drm_intel_bo_busy(brw->batch.last_bo));
177       start_time = get_time();
178    }
179 
180    int st_index8 = -1, st_index16 = -1;
181    if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
182       st_index8 = brw_get_shader_time_index(brw, &fp->program, ST_FS8,
183                                             !fp->program.is_arb_asm);
184       st_index16 = brw_get_shader_time_index(brw, &fp->program, ST_FS16,
185                                              !fp->program.is_arb_asm);
186    }
187 
188    char *error_str = NULL;
189    program = brw_compile_fs(brw->screen->compiler, brw, mem_ctx,
190                             key, &prog_data, fp->program.nir,
191                             &fp->program, st_index8, st_index16,
192                             true, brw->use_rep_send, vue_map,
193                             &program_size, &error_str);
194 
195    if (program == NULL) {
196       if (!fp->program.is_arb_asm) {
197          fp->program.sh.data->LinkStatus = false;
198          ralloc_strcat(&fp->program.sh.data->InfoLog, error_str);
199       }
200 
201       _mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
202 
203       ralloc_free(mem_ctx);
204       return false;
205    }
206 
207    if (unlikely(brw->perf_debug)) {
208       if (fp->compiled_once)
209          brw_wm_debug_recompile(brw, &fp->program, key);
210       fp->compiled_once = true;
211 
212       if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) {
213          perf_debug("FS compile took %.03f ms and stalled the GPU\n",
214                     (get_time() - start_time) * 1000);
215       }
216    }
217 
218    brw_alloc_stage_scratch(brw, &brw->wm.base,
219                            prog_data.base.total_scratch,
220                            devinfo->max_wm_threads);
221 
222    if (unlikely((INTEL_DEBUG & DEBUG_WM) && fp->program.is_arb_asm))
223       fprintf(stderr, "\n");
224 
225    brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG,
226                     key, sizeof(struct brw_wm_prog_key),
227                     program, program_size,
228                     &prog_data, sizeof(prog_data),
229                     &brw->wm.base.prog_offset, &brw->wm.base.prog_data);
230 
231    ralloc_free(mem_ctx);
232 
233    return true;
234 }
235 
236 bool
brw_debug_recompile_sampler_key(struct brw_context * brw,const struct brw_sampler_prog_key_data * old_key,const struct brw_sampler_prog_key_data * key)237 brw_debug_recompile_sampler_key(struct brw_context *brw,
238                                 const struct brw_sampler_prog_key_data *old_key,
239                                 const struct brw_sampler_prog_key_data *key)
240 {
241    bool found = false;
242 
243    for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
244       found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
245                          old_key->swizzles[i], key->swizzles[i]);
246    }
247    found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
248                       old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
249    found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
250                       old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
251    found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
252                       old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
253    found |= key_debug(brw, "gather channel quirk on any texture unit",
254                       old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
255    found |= key_debug(brw, "compressed multisample layout",
256                       old_key->compressed_multisample_layout_mask,
257                       key->compressed_multisample_layout_mask);
258    found |= key_debug(brw, "16x msaa",
259                       old_key->msaa_16,
260                       key->msaa_16);
261 
262    found |= key_debug(brw, "y_uv image bound",
263                       old_key->y_uv_image_mask,
264                       key->y_uv_image_mask);
265    found |= key_debug(brw, "y_u_v image bound",
266                       old_key->y_u_v_image_mask,
267                       key->y_u_v_image_mask);
268    found |= key_debug(brw, "yx_xuxv image bound",
269                       old_key->yx_xuxv_image_mask,
270                       key->yx_xuxv_image_mask);
271 
272    for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
273       found |= key_debug(brw, "textureGather workarounds",
274                          old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]);
275    }
276 
277    return found;
278 }
279 
280 static uint8_t
gen6_gather_workaround(GLenum internalformat)281 gen6_gather_workaround(GLenum internalformat)
282 {
283    switch (internalformat) {
284    case GL_R8I: return WA_SIGN | WA_8BIT;
285    case GL_R8UI: return WA_8BIT;
286    case GL_R16I: return WA_SIGN | WA_16BIT;
287    case GL_R16UI: return WA_16BIT;
288    default:
289       /* Note that even though GL_R32I and GL_R32UI have format overrides in
290        * the surface state, there is no shader w/a required.
291        */
292       return 0;
293    }
294 }
295 
296 void
brw_populate_sampler_prog_key_data(struct gl_context * ctx,const struct gl_program * prog,struct brw_sampler_prog_key_data * key)297 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
298                                    const struct gl_program *prog,
299                                    struct brw_sampler_prog_key_data *key)
300 {
301    struct brw_context *brw = brw_context(ctx);
302    GLbitfield mask = prog->SamplersUsed;
303 
304    while (mask) {
305       const int s = u_bit_scan(&mask);
306 
307       key->swizzles[s] = SWIZZLE_NOOP;
308 
309       int unit_id = prog->SamplerUnits[s];
310       const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
311 
312       if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
313          const struct gl_texture_object *t = unit->_Current;
314          const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
315          struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
316 
317          const bool alpha_depth = t->DepthMode == GL_ALPHA &&
318             (img->_BaseFormat == GL_DEPTH_COMPONENT ||
319              img->_BaseFormat == GL_DEPTH_STENCIL);
320 
321          /* Haswell handles texture swizzling as surface format overrides
322           * (except for GL_ALPHA); all other platforms need MOVs in the shader.
323           */
324          if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
325             key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
326 
327          if (brw->gen < 8 &&
328              sampler->MinFilter != GL_NEAREST &&
329              sampler->MagFilter != GL_NEAREST) {
330             if (sampler->WrapS == GL_CLAMP)
331                key->gl_clamp_mask[0] |= 1 << s;
332             if (sampler->WrapT == GL_CLAMP)
333                key->gl_clamp_mask[1] |= 1 << s;
334             if (sampler->WrapR == GL_CLAMP)
335                key->gl_clamp_mask[2] |= 1 << s;
336          }
337 
338          /* gather4 for RG32* is broken in multiple ways on Gen7. */
339          if (brw->gen == 7 && prog->nir->info->uses_texture_gather) {
340             switch (img->InternalFormat) {
341             case GL_RG32I:
342             case GL_RG32UI: {
343                /* We have to override the format to R32G32_FLOAT_LD.
344                 * This means that SCS_ALPHA and SCS_ONE will return 0x3f8
345                 * (1.0) rather than integer 1.  This needs shader hacks.
346                 *
347                 * On Ivybridge, we whack W (alpha) to ONE in our key's
348                 * swizzle.  On Haswell, we look at the original texture
349                 * swizzle, and use XYZW with channels overridden to ONE,
350                 * leaving normal texture swizzling to SCS.
351                 */
352                unsigned src_swizzle =
353                   brw->is_haswell ? t->_Swizzle : key->swizzles[s];
354                for (int i = 0; i < 4; i++) {
355                   unsigned src_comp = GET_SWZ(src_swizzle, i);
356                   if (src_comp == SWIZZLE_ONE || src_comp == SWIZZLE_W) {
357                      key->swizzles[i] &= ~(0x7 << (3 * i));
358                      key->swizzles[i] |= SWIZZLE_ONE << (3 * i);
359                   }
360                }
361                /* fallthrough */
362             }
363             case GL_RG32F:
364                /* The channel select for green doesn't work - we have to
365                 * request blue.  Haswell can use SCS for this, but Ivybridge
366                 * needs a shader workaround.
367                 */
368                if (!brw->is_haswell)
369                   key->gather_channel_quirk_mask |= 1 << s;
370                break;
371             }
372          }
373 
374          /* Gen6's gather4 is broken for UINT/SINT; we treat them as
375           * UNORM/FLOAT instead and fix it in the shader.
376           */
377          if (brw->gen == 6 && prog->nir->info->uses_texture_gather) {
378             key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
379          }
380 
381          /* If this is a multisample sampler, and uses the CMS MSAA layout,
382           * then we need to emit slightly different code to first sample the
383           * MCS surface.
384           */
385          struct intel_texture_object *intel_tex =
386             intel_texture_object((struct gl_texture_object *)t);
387 
388          /* From gen9 onwards some single sampled buffers can also be
389           * compressed. These don't need ld2dms sampling along with mcs fetch.
390           */
391          if (brw->gen >= 7 &&
392              intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS &&
393              intel_tex->mt->num_samples > 1) {
394             key->compressed_multisample_layout_mask |= 1 << s;
395 
396             if (intel_tex->mt->num_samples >= 16) {
397                assert(brw->gen >= 9);
398                key->msaa_16 |= 1 << s;
399             }
400          }
401 
402          if (t->Target == GL_TEXTURE_EXTERNAL_OES && intel_tex->planar_format) {
403             switch (intel_tex->planar_format->components) {
404             case __DRI_IMAGE_COMPONENTS_Y_UV:
405                key->y_uv_image_mask |= 1 << s;
406                break;
407             case __DRI_IMAGE_COMPONENTS_Y_U_V:
408                key->y_u_v_image_mask |= 1 << s;
409                break;
410             case __DRI_IMAGE_COMPONENTS_Y_XUXV:
411                key->yx_xuxv_image_mask |= 1 << s;
412                break;
413             default:
414                break;
415             }
416          }
417 
418       }
419    }
420 }
421 
422 static bool
brw_wm_state_dirty(const struct brw_context * brw)423 brw_wm_state_dirty(const struct brw_context *brw)
424 {
425    return brw_state_dirty(brw,
426                           _NEW_BUFFERS |
427                           _NEW_COLOR |
428                           _NEW_DEPTH |
429                           _NEW_FRAG_CLAMP |
430                           _NEW_HINT |
431                           _NEW_LIGHT |
432                           _NEW_LINE |
433                           _NEW_MULTISAMPLE |
434                           _NEW_POLYGON |
435                           _NEW_STENCIL |
436                           _NEW_TEXTURE,
437                           BRW_NEW_FRAGMENT_PROGRAM |
438                           BRW_NEW_REDUCED_PRIMITIVE |
439                           BRW_NEW_STATS_WM |
440                           BRW_NEW_VUE_MAP_GEOM_OUT);
441 }
442 
443 void
brw_wm_populate_key(struct brw_context * brw,struct brw_wm_prog_key * key)444 brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key)
445 {
446    struct gl_context *ctx = &brw->ctx;
447    /* BRW_NEW_FRAGMENT_PROGRAM */
448    const struct brw_program *fp = brw_program_const(brw->fragment_program);
449    const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
450    GLuint lookup = 0;
451    GLuint line_aa;
452 
453    memset(key, 0, sizeof(*key));
454 
455    /* Build the index for table lookup
456     */
457    if (brw->gen < 6) {
458       /* _NEW_COLOR */
459       if (prog->info.fs.uses_discard || ctx->Color.AlphaEnabled) {
460          lookup |= IZ_PS_KILL_ALPHATEST_BIT;
461       }
462 
463       if (prog->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
464          lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
465       }
466 
467       /* _NEW_DEPTH */
468       if (ctx->Depth.Test)
469          lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
470 
471       if (brw_depth_writes_enabled(brw))
472          lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
473 
474       /* _NEW_STENCIL | _NEW_BUFFERS */
475       if (ctx->Stencil._Enabled) {
476          lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
477 
478          if (ctx->Stencil.WriteMask[0] ||
479              ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
480             lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
481       }
482       key->iz_lookup = lookup;
483    }
484 
485    line_aa = AA_NEVER;
486 
487    /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
488    if (ctx->Line.SmoothFlag) {
489       if (brw->reduced_primitive == GL_LINES) {
490          line_aa = AA_ALWAYS;
491       }
492       else if (brw->reduced_primitive == GL_TRIANGLES) {
493          if (ctx->Polygon.FrontMode == GL_LINE) {
494             line_aa = AA_SOMETIMES;
495 
496             if (ctx->Polygon.BackMode == GL_LINE ||
497                 (ctx->Polygon.CullFlag &&
498                  ctx->Polygon.CullFaceMode == GL_BACK))
499                line_aa = AA_ALWAYS;
500          }
501          else if (ctx->Polygon.BackMode == GL_LINE) {
502             line_aa = AA_SOMETIMES;
503 
504             if ((ctx->Polygon.CullFlag &&
505                  ctx->Polygon.CullFaceMode == GL_FRONT))
506                line_aa = AA_ALWAYS;
507          }
508       }
509    }
510 
511    key->line_aa = line_aa;
512 
513    /* _NEW_HINT */
514    key->high_quality_derivatives =
515       ctx->Hint.FragmentShaderDerivative == GL_NICEST;
516 
517    if (brw->gen < 6)
518       key->stats_wm = brw->stats_wm;
519 
520    /* _NEW_LIGHT */
521    key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
522 
523    /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
524    key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
525 
526    /* _NEW_TEXTURE */
527    brw_populate_sampler_prog_key_data(ctx, prog, &key->tex);
528 
529    /* _NEW_BUFFERS */
530    key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
531 
532    /* _NEW_COLOR */
533    key->force_dual_color_blend = brw->dual_color_blend_by_location &&
534       (ctx->Color.BlendEnabled & 1) && ctx->Color.Blend[0]._UsesDualSrc;
535 
536    /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
537    key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
538       (_mesa_is_alpha_test_enabled(ctx) ||
539        _mesa_is_alpha_to_coverage_enabled(ctx));
540 
541    /* _NEW_BUFFERS _NEW_MULTISAMPLE */
542    /* Ignore sample qualifier while computing this flag. */
543    if (ctx->Multisample.Enabled) {
544       key->persample_interp =
545          ctx->Multisample.SampleShading &&
546          (ctx->Multisample.MinSampleShadingValue *
547           _mesa_geometric_samples(ctx->DrawBuffer) > 1);
548 
549       key->multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1;
550    }
551 
552    /* BRW_NEW_VUE_MAP_GEOM_OUT */
553    if (brw->gen < 6 || _mesa_bitcount_64(prog->info.inputs_read &
554                                          BRW_FS_VARYING_INPUT_MASK) > 16) {
555       key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
556    }
557 
558    /* _NEW_COLOR | _NEW_BUFFERS */
559    /* Pre-gen6, the hardware alpha test always used each render
560     * target's alpha to do alpha test, as opposed to render target 0's alpha
561     * like GL requires.  Fix that by building the alpha test into the
562     * shader, and we'll skip enabling the fixed function alpha test.
563     */
564    if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
565        ctx->Color.AlphaEnabled) {
566       key->alpha_test_func = ctx->Color.AlphaFunc;
567       key->alpha_test_ref = ctx->Color.AlphaRef;
568    }
569 
570    /* The unique fragment program ID */
571    key->program_string_id = fp->id;
572 
573    /* Whether reads from the framebuffer should behave coherently. */
574    key->coherent_fb_fetch = ctx->Extensions.MESA_shader_framebuffer_fetch;
575 }
576 
577 void
brw_upload_wm_prog(struct brw_context * brw)578 brw_upload_wm_prog(struct brw_context *brw)
579 {
580    struct brw_wm_prog_key key;
581    struct brw_program *fp = (struct brw_program *) brw->fragment_program;
582 
583    if (!brw_wm_state_dirty(brw))
584       return;
585 
586    brw_wm_populate_key(brw, &key);
587 
588    if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG,
589                          &key, sizeof(key),
590                          &brw->wm.base.prog_offset,
591                          &brw->wm.base.prog_data)) {
592       bool success = brw_codegen_wm_prog(brw, fp, &key,
593                                          &brw->vue_map_geom_out);
594       (void) success;
595       assert(success);
596    }
597 }
598 
599 bool
brw_fs_precompile(struct gl_context * ctx,struct gl_program * prog)600 brw_fs_precompile(struct gl_context *ctx, struct gl_program *prog)
601 {
602    struct brw_context *brw = brw_context(ctx);
603    struct brw_wm_prog_key key;
604 
605    struct brw_program *bfp = brw_program(prog);
606 
607    memset(&key, 0, sizeof(key));
608 
609    uint64_t outputs_written = prog->info.outputs_written;
610 
611    if (brw->gen < 6) {
612       if (prog->info.fs.uses_discard)
613          key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT;
614 
615       if (outputs_written & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
616          key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
617 
618       /* Just assume depth testing. */
619       key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
620       key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
621    }
622 
623    if (brw->gen < 6 || _mesa_bitcount_64(prog->info.inputs_read &
624                                          BRW_FS_VARYING_INPUT_MASK) > 16) {
625       key.input_slots_valid = prog->info.inputs_read | VARYING_BIT_POS;
626    }
627 
628    brw_setup_tex_for_precompile(brw, &key.tex, prog);
629 
630    key.nr_color_regions = _mesa_bitcount_64(outputs_written &
631          ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) |
632            BITFIELD64_BIT(FRAG_RESULT_STENCIL) |
633            BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)));
634 
635    key.program_string_id = bfp->id;
636 
637    /* Whether reads from the framebuffer should behave coherently. */
638    key.coherent_fb_fetch = ctx->Extensions.MESA_shader_framebuffer_fetch;
639 
640    uint32_t old_prog_offset = brw->wm.base.prog_offset;
641    struct brw_stage_prog_data *old_prog_data = brw->wm.base.prog_data;
642 
643    struct brw_vue_map vue_map;
644    if (brw->gen < 6) {
645       brw_compute_vue_map(&brw->screen->devinfo, &vue_map,
646                           prog->info.inputs_read | VARYING_BIT_POS,
647                           false);
648    }
649 
650    bool success = brw_codegen_wm_prog(brw, bfp, &key, &vue_map);
651 
652    brw->wm.base.prog_offset = old_prog_offset;
653    brw->wm.base.prog_data = old_prog_data;
654 
655    return success;
656 }
657