/* * Copyright (C) Intel Corp. 2006. All Rights Reserved. * Intel funded Tungsten Graphics to * develop this 3D driver. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial * portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "brw_context.h" #include "brw_wm.h" #include "brw_state.h" #include "brw_shader.h" #include "main/enums.h" #include "main/formats.h" #include "main/fbobject.h" #include "main/samplerobj.h" #include "main/framebuffer.h" #include "program/prog_parameter.h" #include "program/program.h" #include "intel_mipmap_tree.h" #include "brw_nir.h" #include "util/ralloc.h" /** * Return a bitfield where bit n is set if barycentric interpolation mode n * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader. */ static unsigned brw_compute_barycentric_interp_modes(struct brw_context *brw, bool shade_model_flat, bool persample_shading, const struct gl_fragment_program *fprog) { unsigned barycentric_interp_modes = 0; int attr; /* Loop through all fragment shader inputs to figure out what interpolation * modes are in use, and set the appropriate bits in * barycentric_interp_modes. */ for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) { enum glsl_interp_qualifier interp_qualifier = fprog->InterpQualifier[attr]; bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) && !persample_shading; bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) || persample_shading; bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1; /* Ignore unused inputs. */ if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr))) continue; /* Ignore WPOS and FACE, because they don't require interpolation. */ if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE) continue; /* Determine the set (or sets) of barycentric coordinates needed to * interpolate this variable. Note that when * brw->needs_unlit_centroid_workaround is set, centroid interpolation * uses PIXEL interpolation for unlit pixels and CENTROID interpolation * for lit pixels, so we need both sets of barycentric coordinates. */ if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) { if (is_centroid) { barycentric_interp_modes |= 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC; } else if (is_sample) { barycentric_interp_modes |= 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC; } if ((!is_centroid && !is_sample) || brw->needs_unlit_centroid_workaround) { barycentric_interp_modes |= 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC; } } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH || (!(shade_model_flat && is_gl_Color) && interp_qualifier == INTERP_QUALIFIER_NONE)) { if (is_centroid) { barycentric_interp_modes |= 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC; } else if (is_sample) { barycentric_interp_modes |= 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC; } if ((!is_centroid && !is_sample) || brw->needs_unlit_centroid_workaround) { barycentric_interp_modes |= 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC; } } } return barycentric_interp_modes; } static uint8_t computed_depth_mode(struct gl_fragment_program *fp) { if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) { switch (fp->FragDepthLayout) { case FRAG_DEPTH_LAYOUT_NONE: case FRAG_DEPTH_LAYOUT_ANY: return BRW_PSCDEPTH_ON; case FRAG_DEPTH_LAYOUT_GREATER: return BRW_PSCDEPTH_ON_GE; case FRAG_DEPTH_LAYOUT_LESS: return BRW_PSCDEPTH_ON_LE; case FRAG_DEPTH_LAYOUT_UNCHANGED: return BRW_PSCDEPTH_OFF; } } return BRW_PSCDEPTH_OFF; } static void assign_fs_binding_table_offsets(const struct brw_device_info *devinfo, const struct gl_shader_program *shader_prog, const struct gl_program *prog, const struct brw_wm_prog_key *key, struct brw_wm_prog_data *prog_data) { uint32_t next_binding_table_offset = 0; /* If there are no color regions, we still perform an FB write to a null * renderbuffer, which we place at surface index 0. */ prog_data->binding_table.render_target_start = next_binding_table_offset; next_binding_table_offset += MAX2(key->nr_color_regions, 1); brw_assign_common_binding_table_offsets(MESA_SHADER_FRAGMENT, devinfo, shader_prog, prog, &prog_data->base, next_binding_table_offset); } /** * All Mesa program -> GPU code generation goes through this function. * Depending on the instructions used (i.e. flow control instructions) * we'll use one of two code generators. */ bool brw_codegen_wm_prog(struct brw_context *brw, struct gl_shader_program *prog, struct brw_fragment_program *fp, struct brw_wm_prog_key *key) { struct gl_context *ctx = &brw->ctx; void *mem_ctx = ralloc_context(NULL); struct brw_wm_prog_data prog_data; const GLuint *program; struct brw_shader *fs = NULL; GLuint program_size; bool start_busy = false; double start_time = 0; if (prog) fs = (struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT]; memset(&prog_data, 0, sizeof(prog_data)); /* key->alpha_test_func means simulating alpha testing via discards, * so the shader definitely kills pixels. */ prog_data.uses_kill = fp->program.UsesKill || key->alpha_test_func; prog_data.uses_omask = fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK); prog_data.computed_depth_mode = computed_depth_mode(&fp->program); prog_data.early_fragment_tests = fs && fs->base.EarlyFragmentTests; /* Use ALT floating point mode for ARB programs so that 0^0 == 1. */ if (!prog) prog_data.base.use_alt_mode = true; assign_fs_binding_table_offsets(brw->intelScreen->devinfo, prog, &fp->program.Base, key, &prog_data); /* Allocate the references to the uniforms that will end up in the * prog_data associated with the compiled program, and which will be freed * by the state cache. */ int param_count = fp->program.Base.nir->num_uniforms; if (fs) prog_data.base.nr_image_params = fs->base.NumImages; /* The backend also sometimes adds params for texture size. */ param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits; prog_data.base.param = rzalloc_array(NULL, const gl_constant_value *, param_count); prog_data.base.pull_param = rzalloc_array(NULL, const gl_constant_value *, param_count); prog_data.base.image_param = rzalloc_array(NULL, struct brw_image_param, prog_data.base.nr_image_params); prog_data.base.nr_params = param_count; if (prog) { brw_nir_setup_glsl_uniforms(fp->program.Base.nir, prog, &fp->program.Base, &prog_data.base, true); } else { brw_nir_setup_arb_uniforms(fp->program.Base.nir, &fp->program.Base, &prog_data.base); } prog_data.barycentric_interp_modes = brw_compute_barycentric_interp_modes(brw, key->flat_shade, key->persample_shading, &fp->program); if (unlikely(brw->perf_debug)) { start_busy = (brw->batch.last_bo && drm_intel_bo_busy(brw->batch.last_bo)); start_time = get_time(); } program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data, &fp->program, prog, &program_size); if (program == NULL) { ralloc_free(mem_ctx); return false; } if (unlikely(brw->perf_debug) && fs) { if (fs->compiled_once) brw_wm_debug_recompile(brw, prog, key); fs->compiled_once = true; if (start_busy && !drm_intel_bo_busy(brw->batch.last_bo)) { perf_debug("FS compile took %.03f ms and stalled the GPU\n", (get_time() - start_time) * 1000); } } if (prog_data.base.total_scratch) { brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo, prog_data.base.total_scratch * brw->max_wm_threads); } if (unlikely(INTEL_DEBUG & DEBUG_WM)) fprintf(stderr, "\n"); brw_upload_cache(&brw->cache, BRW_CACHE_FS_PROG, key, sizeof(struct brw_wm_prog_key), program, program_size, &prog_data, sizeof(prog_data), &brw->wm.base.prog_offset, &brw->wm.prog_data); ralloc_free(mem_ctx); return true; } static bool key_debug(struct brw_context *brw, const char *name, int a, int b) { if (a != b) { perf_debug(" %s %d->%d\n", name, a, b); return true; } else { return false; } } 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) { bool found = false; for (unsigned int i = 0; i < MAX_SAMPLERS; i++) { found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE", old_key->swizzles[i], key->swizzles[i]); } found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate", old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]); found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate", old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]); found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate", old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]); found |= key_debug(brw, "gather channel quirk on any texture unit", old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask); found |= key_debug(brw, "compressed multisample layout", old_key->compressed_multisample_layout_mask, key->compressed_multisample_layout_mask); for (unsigned int i = 0; i < MAX_SAMPLERS; i++) { found |= key_debug(brw, "textureGather workarounds", old_key->gen6_gather_wa[i], key->gen6_gather_wa[i]); } return found; } void brw_wm_debug_recompile(struct brw_context *brw, struct gl_shader_program *prog, const struct brw_wm_prog_key *key) { struct brw_cache_item *c = NULL; const struct brw_wm_prog_key *old_key = NULL; bool found = false; perf_debug("Recompiling fragment shader for program %d\n", prog->Name); for (unsigned int i = 0; i < brw->cache.size; i++) { for (c = brw->cache.items[i]; c; c = c->next) { if (c->cache_id == BRW_CACHE_FS_PROG) { old_key = c->key; if (old_key->program_string_id == key->program_string_id) break; } } if (c) break; } if (!c) { perf_debug(" Didn't find previous compile in the shader cache for debug\n"); return; } found |= key_debug(brw, "alphatest, computed depth, depth test, or " "depth write", old_key->iz_lookup, key->iz_lookup); found |= key_debug(brw, "depth statistics", old_key->stats_wm, key->stats_wm); found |= key_debug(brw, "flat shading", old_key->flat_shade, key->flat_shade); found |= key_debug(brw, "per-sample shading", old_key->persample_shading, key->persample_shading); found |= key_debug(brw, "per-sample shading and 2x MSAA", old_key->persample_2x, key->persample_2x); found |= key_debug(brw, "number of color buffers", old_key->nr_color_regions, key->nr_color_regions); found |= key_debug(brw, "MRT alpha test or alpha-to-coverage", old_key->replicate_alpha, key->replicate_alpha); found |= key_debug(brw, "rendering to FBO", old_key->render_to_fbo, key->render_to_fbo); found |= key_debug(brw, "fragment color clamping", old_key->clamp_fragment_color, key->clamp_fragment_color); found |= key_debug(brw, "line smoothing", old_key->line_aa, key->line_aa); found |= key_debug(brw, "renderbuffer height", old_key->drawable_height, key->drawable_height); found |= key_debug(brw, "input slots valid", old_key->input_slots_valid, key->input_slots_valid); found |= key_debug(brw, "mrt alpha test function", old_key->alpha_test_func, key->alpha_test_func); found |= key_debug(brw, "mrt alpha test reference value", old_key->alpha_test_ref, key->alpha_test_ref); found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex); if (!found) { perf_debug(" Something else\n"); } } static uint8_t gen6_gather_workaround(GLenum internalformat) { switch (internalformat) { case GL_R8I: return WA_SIGN | WA_8BIT; case GL_R8UI: return WA_8BIT; case GL_R16I: return WA_SIGN | WA_16BIT; case GL_R16UI: return WA_16BIT; default: /* Note that even though GL_R32I and GL_R32UI have format overrides in * the surface state, there is no shader w/a required. */ return 0; } } void brw_populate_sampler_prog_key_data(struct gl_context *ctx, const struct gl_program *prog, unsigned sampler_count, struct brw_sampler_prog_key_data *key) { struct brw_context *brw = brw_context(ctx); for (int s = 0; s < sampler_count; s++) { key->swizzles[s] = SWIZZLE_NOOP; if (!(prog->SamplersUsed & (1 << s))) continue; int unit_id = prog->SamplerUnits[s]; const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id]; if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) { const struct gl_texture_object *t = unit->_Current; const struct gl_texture_image *img = t->Image[0][t->BaseLevel]; struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id); const bool alpha_depth = t->DepthMode == GL_ALPHA && (img->_BaseFormat == GL_DEPTH_COMPONENT || img->_BaseFormat == GL_DEPTH_STENCIL); /* Haswell handles texture swizzling as surface format overrides * (except for GL_ALPHA); all other platforms need MOVs in the shader. */ if (alpha_depth || (brw->gen < 8 && !brw->is_haswell)) key->swizzles[s] = brw_get_texture_swizzle(ctx, t); if (brw->gen < 8 && sampler->MinFilter != GL_NEAREST && sampler->MagFilter != GL_NEAREST) { if (sampler->WrapS == GL_CLAMP) key->gl_clamp_mask[0] |= 1 << s; if (sampler->WrapT == GL_CLAMP) key->gl_clamp_mask[1] |= 1 << s; if (sampler->WrapR == GL_CLAMP) key->gl_clamp_mask[2] |= 1 << s; } /* gather4's channel select for green from RG32F is broken; requires * a shader w/a on IVB; fixable with just SCS on HSW. */ if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) { if (img->InternalFormat == GL_RG32F) key->gather_channel_quirk_mask |= 1 << s; } /* Gen6's gather4 is broken for UINT/SINT; we treat them as * UNORM/FLOAT instead and fix it in the shader. */ if (brw->gen == 6 && prog->UsesGather) { key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat); } /* If this is a multisample sampler, and uses the CMS MSAA layout, * then we need to emit slightly different code to first sample the * MCS surface. */ struct intel_texture_object *intel_tex = intel_texture_object((struct gl_texture_object *)t); if (brw->gen >= 7 && intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) { key->compressed_multisample_layout_mask |= 1 << s; } } } } static bool brw_wm_state_dirty (struct brw_context *brw) { return brw_state_dirty(brw, _NEW_BUFFERS | _NEW_COLOR | _NEW_DEPTH | _NEW_FRAG_CLAMP | _NEW_HINT | _NEW_LIGHT | _NEW_LINE | _NEW_MULTISAMPLE | _NEW_POLYGON | _NEW_STENCIL | _NEW_TEXTURE, BRW_NEW_FRAGMENT_PROGRAM | BRW_NEW_REDUCED_PRIMITIVE | BRW_NEW_STATS_WM | BRW_NEW_VUE_MAP_GEOM_OUT); } static void brw_wm_populate_key(struct brw_context *brw, struct brw_wm_prog_key *key) { struct gl_context *ctx = &brw->ctx; /* BRW_NEW_FRAGMENT_PROGRAM */ const struct brw_fragment_program *fp = (struct brw_fragment_program *) brw->fragment_program; const struct gl_program *prog = (struct gl_program *) brw->fragment_program; GLuint lookup = 0; GLuint line_aa; bool program_uses_dfdy = fp->program.UsesDFdy; const bool multisample_fbo = _mesa_geometric_samples(ctx->DrawBuffer) > 1; memset(key, 0, sizeof(*key)); /* Build the index for table lookup */ if (brw->gen < 6) { /* _NEW_COLOR */ if (fp->program.UsesKill || ctx->Color.AlphaEnabled) lookup |= IZ_PS_KILL_ALPHATEST_BIT; if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) lookup |= IZ_PS_COMPUTES_DEPTH_BIT; /* _NEW_DEPTH */ if (ctx->Depth.Test) lookup |= IZ_DEPTH_TEST_ENABLE_BIT; if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */ lookup |= IZ_DEPTH_WRITE_ENABLE_BIT; /* _NEW_STENCIL | _NEW_BUFFERS */ if (ctx->Stencil._Enabled) { lookup |= IZ_STENCIL_TEST_ENABLE_BIT; if (ctx->Stencil.WriteMask[0] || ctx->Stencil.WriteMask[ctx->Stencil._BackFace]) lookup |= IZ_STENCIL_WRITE_ENABLE_BIT; } key->iz_lookup = lookup; } line_aa = AA_NEVER; /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */ if (ctx->Line.SmoothFlag) { if (brw->reduced_primitive == GL_LINES) { line_aa = AA_ALWAYS; } else if (brw->reduced_primitive == GL_TRIANGLES) { if (ctx->Polygon.FrontMode == GL_LINE) { line_aa = AA_SOMETIMES; if (ctx->Polygon.BackMode == GL_LINE || (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_BACK)) line_aa = AA_ALWAYS; } else if (ctx->Polygon.BackMode == GL_LINE) { line_aa = AA_SOMETIMES; if ((ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT)) line_aa = AA_ALWAYS; } } } key->line_aa = line_aa; /* _NEW_HINT */ key->high_quality_derivatives = ctx->Hint.FragmentShaderDerivative == GL_NICEST; if (brw->gen < 6) key->stats_wm = brw->stats_wm; /* _NEW_LIGHT */ key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT); /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */ key->clamp_fragment_color = ctx->Color._ClampFragmentColor; /* _NEW_TEXTURE */ brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count, &key->tex); /* _NEW_BUFFERS */ /* * Include the draw buffer origin and height so that we can calculate * fragment position values relative to the bottom left of the drawable, * from the incoming screen origin relative position we get as part of our * payload. * * This is only needed for the WM_WPOSXY opcode when the fragment program * uses the gl_FragCoord input. * * We could avoid recompiling by including this as a constant referenced by * our program, but if we were to do that it would also be nice to handle * getting that constant updated at batchbuffer submit time (when we * hold the lock and know where the buffer really is) rather than at emit * time when we don't hold the lock and are just guessing. We could also * just avoid using this as key data if the program doesn't use * fragment.position. * * For DRI2 the origin_x/y will always be (0,0) but we still need the * drawable height in order to invert the Y axis. */ if (fp->program.Base.InputsRead & VARYING_BIT_POS) { key->drawable_height = _mesa_geometric_height(ctx->DrawBuffer); } if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) { key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer); } /* _NEW_BUFFERS */ key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers; /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */ key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 && (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled); /* _NEW_BUFFERS _NEW_MULTISAMPLE */ /* Ignore sample qualifier while computing this flag. */ key->persample_shading = _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1; if (key->persample_shading) key->persample_2x = _mesa_geometric_samples(ctx->DrawBuffer) == 2; key->compute_pos_offset = _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 && fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS; key->compute_sample_id = multisample_fbo && ctx->Multisample.Enabled && (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID); /* BRW_NEW_VUE_MAP_GEOM_OUT */ if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead & BRW_FS_VARYING_INPUT_MASK) > 16) key->input_slots_valid = brw->vue_map_geom_out.slots_valid; /* _NEW_COLOR | _NEW_BUFFERS */ /* Pre-gen6, the hardware alpha test always used each render * target's alpha to do alpha test, as opposed to render target 0's alpha * like GL requires. Fix that by building the alpha test into the * shader, and we'll skip enabling the fixed function alpha test. */ if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) { key->alpha_test_func = ctx->Color.AlphaFunc; key->alpha_test_ref = ctx->Color.AlphaRef; } /* The unique fragment program ID */ key->program_string_id = fp->id; } void brw_upload_wm_prog(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; struct gl_shader_program *current = ctx->_Shader->_CurrentFragmentProgram; struct brw_wm_prog_key key; struct brw_fragment_program *fp = (struct brw_fragment_program *) brw->fragment_program; if (!brw_wm_state_dirty(brw)) return; brw_wm_populate_key(brw, &key); if (!brw_search_cache(&brw->cache, BRW_CACHE_FS_PROG, &key, sizeof(key), &brw->wm.base.prog_offset, &brw->wm.prog_data)) { bool success = brw_codegen_wm_prog(brw, current, fp, &key); (void) success; assert(success); } brw->wm.base.prog_data = &brw->wm.prog_data->base; } bool brw_fs_precompile(struct gl_context *ctx, struct gl_shader_program *shader_prog, struct gl_program *prog) { struct brw_context *brw = brw_context(ctx); struct brw_wm_prog_key key; struct gl_fragment_program *fp = (struct gl_fragment_program *) prog; struct brw_fragment_program *bfp = brw_fragment_program(fp); bool program_uses_dfdy = fp->UsesDFdy; memset(&key, 0, sizeof(key)); if (brw->gen < 6) { if (fp->UsesKill) key.iz_lookup |= IZ_PS_KILL_ALPHATEST_BIT; if (fp->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) key.iz_lookup |= IZ_PS_COMPUTES_DEPTH_BIT; /* Just assume depth testing. */ key.iz_lookup |= IZ_DEPTH_TEST_ENABLE_BIT; key.iz_lookup |= IZ_DEPTH_WRITE_ENABLE_BIT; } if (brw->gen < 6 || _mesa_bitcount_64(fp->Base.InputsRead & BRW_FS_VARYING_INPUT_MASK) > 16) key.input_slots_valid = fp->Base.InputsRead | VARYING_BIT_POS; brw_setup_tex_for_precompile(brw, &key.tex, &fp->Base); if (fp->Base.InputsRead & VARYING_BIT_POS) { key.drawable_height = ctx->DrawBuffer->Height; } key.nr_color_regions = _mesa_bitcount_64(fp->Base.OutputsWritten & ~(BITFIELD64_BIT(FRAG_RESULT_DEPTH) | BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK))); if ((fp->Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) { key.render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer) || key.nr_color_regions > 1; } key.program_string_id = bfp->id; uint32_t old_prog_offset = brw->wm.base.prog_offset; struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data; bool success = brw_codegen_wm_prog(brw, shader_prog, bfp, &key); brw->wm.base.prog_offset = old_prog_offset; brw->wm.prog_data = old_prog_data; return success; }