| /* |
| Copyright (C) Intel Corp. 2006. All Rights Reserved. |
| Intel funded Tungsten Graphics (http://www.tungstengraphics.com) 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. |
| |
| **********************************************************************/ |
| /* |
| * Authors: |
| * Keith Whitwell <keith@tungstengraphics.com> |
| */ |
| |
| #include "brw_context.h" |
| #include "brw_wm.h" |
| #include "brw_state.h" |
| #include "main/formats.h" |
| #include "main/fbobject.h" |
| #include "main/samplerobj.h" |
| #include "program/prog_parameter.h" |
| |
| #include "glsl/ralloc.h" |
| |
| /** Return number of src args for given instruction */ |
| GLuint brw_wm_nr_args( GLuint opcode ) |
| { |
| switch (opcode) { |
| case WM_FRONTFACING: |
| case WM_PIXELXY: |
| return 0; |
| case WM_CINTERP: |
| case WM_WPOSXY: |
| case WM_DELTAXY: |
| return 1; |
| case WM_LINTERP: |
| case WM_PIXELW: |
| return 2; |
| case WM_FB_WRITE: |
| case WM_PINTERP: |
| return 3; |
| default: |
| assert(opcode < MAX_OPCODE); |
| return _mesa_num_inst_src_regs(opcode); |
| } |
| } |
| |
| |
| GLuint brw_wm_is_scalar_result( GLuint opcode ) |
| { |
| switch (opcode) { |
| case OPCODE_COS: |
| case OPCODE_EX2: |
| case OPCODE_LG2: |
| case OPCODE_POW: |
| case OPCODE_RCP: |
| case OPCODE_RSQ: |
| case OPCODE_SIN: |
| case OPCODE_DP2: |
| case OPCODE_DP3: |
| case OPCODE_DP4: |
| case OPCODE_DPH: |
| case OPCODE_DST: |
| return 1; |
| |
| default: |
| return 0; |
| } |
| } |
| |
| |
| /** |
| * Do GPU code generation for non-GLSL shader. non-GLSL shaders have |
| * no flow control instructions so we can more readily do SSA-style |
| * optimizations. |
| */ |
| static void |
| brw_wm_non_glsl_emit(struct brw_context *brw, struct brw_wm_compile *c) |
| { |
| /* Augment fragment program. Add instructions for pre- and |
| * post-fragment-program tasks such as interpolation and fogging. |
| */ |
| brw_wm_pass_fp(c); |
| |
| /* Translate to intermediate representation. Build register usage |
| * chains. |
| */ |
| brw_wm_pass0(c); |
| |
| /* Dead code removal. |
| */ |
| brw_wm_pass1(c); |
| |
| /* Register allocation. |
| * Divide by two because we operate on 16 pixels at a time and require |
| * two GRF entries for each logical shader register. |
| */ |
| c->grf_limit = BRW_WM_MAX_GRF / 2; |
| |
| brw_wm_pass2(c); |
| |
| /* how many general-purpose registers are used */ |
| c->prog_data.reg_blocks = brw_register_blocks(c->max_wm_grf); |
| |
| /* Emit GEN4 code. |
| */ |
| brw_wm_emit(c); |
| } |
| |
| |
| /** |
| * 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, |
| 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 < FRAG_ATTRIB_MAX; ++attr) { |
| enum glsl_interp_qualifier interp_qualifier = |
| fprog->InterpQualifier[attr]; |
| bool is_centroid = fprog->IsCentroid & BITFIELD64_BIT(attr); |
| bool is_gl_Color = attr == FRAG_ATTRIB_COL0 || attr == FRAG_ATTRIB_COL1; |
| |
| /* Ignore unused inputs. */ |
| if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr))) |
| continue; |
| |
| /* Ignore WPOS and FACE, because they don't require interpolation. */ |
| if (attr == FRAG_ATTRIB_WPOS || attr == FRAG_ATTRIB_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; |
| } |
| if (!is_centroid || 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; |
| } |
| if (!is_centroid || brw->needs_unlit_centroid_workaround) { |
| barycentric_interp_modes |= |
| 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC; |
| } |
| } |
| } |
| |
| return barycentric_interp_modes; |
| } |
| |
| |
| void |
| brw_wm_payload_setup(struct brw_context *brw, |
| struct brw_wm_compile *c) |
| { |
| struct intel_context *intel = &brw->intel; |
| bool uses_depth = (c->fp->program.Base.InputsRead & |
| (1 << FRAG_ATTRIB_WPOS)) != 0; |
| unsigned barycentric_interp_modes = c->prog_data.barycentric_interp_modes; |
| int i; |
| |
| if (intel->gen >= 6) { |
| /* R0-1: masks, pixel X/Y coordinates. */ |
| c->nr_payload_regs = 2; |
| /* R2: only for 32-pixel dispatch.*/ |
| |
| /* R3-26: barycentric interpolation coordinates. These appear in the |
| * same order that they appear in the brw_wm_barycentric_interp_mode |
| * enum. Each set of coordinates occupies 2 registers if dispatch width |
| * == 8 and 4 registers if dispatch width == 16. Coordinates only |
| * appear if they were enabled using the "Barycentric Interpolation |
| * Mode" bits in WM_STATE. |
| */ |
| for (i = 0; i < BRW_WM_BARYCENTRIC_INTERP_MODE_COUNT; ++i) { |
| if (barycentric_interp_modes & (1 << i)) { |
| c->barycentric_coord_reg[i] = c->nr_payload_regs; |
| c->nr_payload_regs += 2; |
| if (c->dispatch_width == 16) { |
| c->nr_payload_regs += 2; |
| } |
| } |
| } |
| |
| /* R27: interpolated depth if uses source depth */ |
| if (uses_depth) { |
| c->source_depth_reg = c->nr_payload_regs; |
| c->nr_payload_regs++; |
| if (c->dispatch_width == 16) { |
| /* R28: interpolated depth if not 8-wide. */ |
| c->nr_payload_regs++; |
| } |
| } |
| /* R29: interpolated W set if GEN6_WM_USES_SOURCE_W. |
| */ |
| if (uses_depth) { |
| c->source_w_reg = c->nr_payload_regs; |
| c->nr_payload_regs++; |
| if (c->dispatch_width == 16) { |
| /* R30: interpolated W if not 8-wide. */ |
| c->nr_payload_regs++; |
| } |
| } |
| /* R31: MSAA position offsets. */ |
| /* R32-: bary for 32-pixel. */ |
| /* R58-59: interp W for 32-pixel. */ |
| |
| if (c->fp->program.Base.OutputsWritten & |
| BITFIELD64_BIT(FRAG_RESULT_DEPTH)) { |
| c->source_depth_to_render_target = true; |
| c->computes_depth = true; |
| } |
| } else { |
| brw_wm_lookup_iz(intel, c); |
| } |
| } |
| |
| /** |
| * 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 do_wm_prog(struct brw_context *brw, |
| struct gl_shader_program *prog, |
| struct brw_fragment_program *fp, |
| struct brw_wm_prog_key *key) |
| { |
| struct intel_context *intel = &brw->intel; |
| struct brw_wm_compile *c; |
| const GLuint *program; |
| GLuint program_size; |
| |
| c = brw->wm.compile_data; |
| if (c == NULL) { |
| brw->wm.compile_data = rzalloc(NULL, struct brw_wm_compile); |
| c = brw->wm.compile_data; |
| if (c == NULL) { |
| /* Ouch - big out of memory problem. Can't continue |
| * without triggering a segfault, no way to signal, |
| * so just return. |
| */ |
| return false; |
| } |
| } else { |
| void *instruction = c->instruction; |
| void *prog_instructions = c->prog_instructions; |
| void *vreg = c->vreg; |
| void *refs = c->refs; |
| memset(c, 0, sizeof(*brw->wm.compile_data)); |
| c->instruction = instruction; |
| c->prog_instructions = prog_instructions; |
| c->vreg = vreg; |
| c->refs = refs; |
| } |
| memcpy(&c->key, key, sizeof(*key)); |
| |
| c->fp = fp; |
| c->env_param = brw->intel.ctx.FragmentProgram.Parameters; |
| |
| brw_init_compile(brw, &c->func, c); |
| |
| c->prog_data.barycentric_interp_modes = |
| brw_compute_barycentric_interp_modes(brw, c->key.flat_shade, |
| &fp->program); |
| |
| if (prog && prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) { |
| if (!brw_wm_fs_emit(brw, c, prog)) |
| return false; |
| } else { |
| if (!c->instruction) { |
| c->instruction = rzalloc_array(c, struct brw_wm_instruction, BRW_WM_MAX_INSN); |
| c->prog_instructions = rzalloc_array(c, struct prog_instruction, BRW_WM_MAX_INSN); |
| c->vreg = rzalloc_array(c, struct brw_wm_value, BRW_WM_MAX_VREG); |
| c->refs = rzalloc_array(c, struct brw_wm_ref, BRW_WM_MAX_REF); |
| } |
| |
| /* Fallback for fixed function and ARB_fp shaders. */ |
| c->dispatch_width = 16; |
| brw_wm_payload_setup(brw, c); |
| brw_wm_non_glsl_emit(brw, c); |
| c->prog_data.dispatch_width = 16; |
| } |
| |
| /* Scratch space is used for register spilling */ |
| if (c->last_scratch) { |
| perf_debug("Fragment shader triggered register spilling. " |
| "Try reducing the number of live scalar values to " |
| "improve performance.\n"); |
| |
| c->prog_data.total_scratch = brw_get_scratch_size(c->last_scratch); |
| |
| brw_get_scratch_bo(intel, &brw->wm.scratch_bo, |
| c->prog_data.total_scratch * brw->max_wm_threads); |
| } |
| |
| if (unlikely(INTEL_DEBUG & DEBUG_WM)) |
| fprintf(stderr, "\n"); |
| |
| /* get the program |
| */ |
| program = brw_get_program(&c->func, &program_size); |
| |
| brw_upload_cache(&brw->cache, BRW_WM_PROG, |
| &c->key, sizeof(c->key), |
| program, program_size, |
| &c->prog_data, sizeof(c->prog_data), |
| &brw->wm.prog_offset, &brw->wm.prog_data); |
| |
| return true; |
| } |
| |
| static bool |
| key_debug(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(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("EXT_texture_swizzle or DEPTH_TEXTURE_MODE", |
| old_key->swizzles[i], key->swizzles[i]); |
| } |
| found |= key_debug("GL_CLAMP enabled on any texture unit's 1st coordinate", |
| old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]); |
| found |= key_debug("GL_CLAMP enabled on any texture unit's 2nd coordinate", |
| old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]); |
| found |= key_debug("GL_CLAMP enabled on any texture unit's 3rd coordinate", |
| old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]); |
| found |= key_debug("GL_MESA_ycbcr texturing\n", |
| old_key->yuvtex_mask, key->yuvtex_mask); |
| found |= key_debug("GL_MESA_ycbcr UV swapping\n", |
| old_key->yuvtex_swap_mask, key->yuvtex_swap_mask); |
| |
| 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_WM_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("alphatest, computed depth, depth test, or depth write", |
| old_key->iz_lookup, key->iz_lookup); |
| found |= key_debug("depth statistics", old_key->stats_wm, key->stats_wm); |
| found |= key_debug("flat shading", old_key->flat_shade, key->flat_shade); |
| found |= key_debug("number of color buffers", old_key->nr_color_regions, key->nr_color_regions); |
| found |= key_debug("rendering to FBO", old_key->render_to_fbo, key->render_to_fbo); |
| found |= key_debug("fragment color clamping", old_key->clamp_fragment_color, key->clamp_fragment_color); |
| found |= key_debug("line smoothing", old_key->line_aa, key->line_aa); |
| found |= key_debug("proj_attrib_mask", old_key->proj_attrib_mask, key->proj_attrib_mask); |
| found |= key_debug("renderbuffer height", old_key->drawable_height, key->drawable_height); |
| found |= key_debug("vertex shader outputs", old_key->vp_outputs_written, key->vp_outputs_written); |
| |
| found |= brw_debug_recompile_sampler_key(&old_key->tex, &key->tex); |
| |
| if (!found) { |
| perf_debug(" Something else\n"); |
| } |
| } |
| |
| void |
| brw_populate_sampler_prog_key_data(struct gl_context *ctx, |
| const struct gl_program *prog, |
| struct brw_sampler_prog_key_data *key) |
| { |
| struct intel_context *intel = intel_context(ctx); |
| |
| for (int s = 0; s < MAX_SAMPLERS; 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->_ReallyEnabled && 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 (!intel->is_haswell || alpha_depth) |
| key->swizzles[s] = brw_get_texture_swizzle(t); |
| |
| if (img->InternalFormat == GL_YCBCR_MESA) { |
| key->yuvtex_mask |= 1 << s; |
| if (img->TexFormat == MESA_FORMAT_YCBCR) |
| key->yuvtex_swap_mask |= 1 << s; |
| } |
| |
| if (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; |
| } |
| } |
| } |
| } |
| |
| static void brw_wm_populate_key( struct brw_context *brw, |
| struct brw_wm_prog_key *key ) |
| { |
| struct gl_context *ctx = &brw->intel.ctx; |
| struct intel_context *intel = &brw->intel; |
| /* 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; |
| |
| memset(key, 0, sizeof(*key)); |
| |
| /* Build the index for table lookup |
| */ |
| if (intel->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 */ |
| 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->intel.reduced_primitive == GL_LINES) { |
| line_aa = AA_ALWAYS; |
| } |
| else if (brw->intel.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; |
| |
| if (intel->gen < 6) |
| key->stats_wm = brw->intel.stats_wm; |
| |
| /* BRW_NEW_WM_INPUT_DIMENSIONS */ |
| /* Only set this for fixed function. The optimization it enables isn't |
| * useful for programs using shaders. |
| */ |
| if (ctx->Shader.CurrentFragmentProgram) |
| key->proj_attrib_mask = 0xffffffff; |
| else |
| key->proj_attrib_mask = brw->wm.input_size_masks[4-1]; |
| |
| /* _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, &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 & FRAG_BIT_WPOS) { |
| key->drawable_height = ctx->DrawBuffer->Height; |
| } |
| |
| if ((fp->program.Base.InputsRead & FRAG_BIT_WPOS) || program_uses_dfdy) { |
| key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer); |
| } |
| |
| /* _NEW_BUFFERS */ |
| key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers; |
| /* _NEW_MULTISAMPLE */ |
| key->sample_alpha_to_coverage = ctx->Multisample.SampleAlphaToCoverage; |
| |
| /* CACHE_NEW_VS_PROG */ |
| if (intel->gen < 6) |
| key->vp_outputs_written = brw->vs.prog_data->outputs_written; |
| |
| /* The unique fragment program ID */ |
| key->program_string_id = fp->id; |
| } |
| |
| |
| static void |
| brw_upload_wm_prog(struct brw_context *brw) |
| { |
| struct intel_context *intel = &brw->intel; |
| struct gl_context *ctx = &intel->ctx; |
| struct brw_wm_prog_key key; |
| struct brw_fragment_program *fp = (struct brw_fragment_program *) |
| brw->fragment_program; |
| |
| brw_wm_populate_key(brw, &key); |
| |
| if (!brw_search_cache(&brw->cache, BRW_WM_PROG, |
| &key, sizeof(key), |
| &brw->wm.prog_offset, &brw->wm.prog_data)) { |
| bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp, |
| &key); |
| (void) success; |
| assert(success); |
| } |
| } |
| |
| |
| const struct brw_tracked_state brw_wm_prog = { |
| .dirty = { |
| .mesa = (_NEW_COLOR | |
| _NEW_DEPTH | |
| _NEW_STENCIL | |
| _NEW_POLYGON | |
| _NEW_LINE | |
| _NEW_LIGHT | |
| _NEW_FRAG_CLAMP | |
| _NEW_BUFFERS | |
| _NEW_TEXTURE | |
| _NEW_MULTISAMPLE), |
| .brw = (BRW_NEW_FRAGMENT_PROGRAM | |
| BRW_NEW_WM_INPUT_DIMENSIONS | |
| BRW_NEW_REDUCED_PRIMITIVE), |
| .cache = CACHE_NEW_VS_PROG, |
| }, |
| .emit = brw_upload_wm_prog |
| }; |
| |