i965/fs: Move total_scratch calculation into fs_visitor::run().
[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 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keithw@vmware.com>
30 */
31
32 #include "brw_context.h"
33 #include "brw_wm.h"
34 #include "brw_state.h"
35 #include "main/enums.h"
36 #include "main/formats.h"
37 #include "main/fbobject.h"
38 #include "main/samplerobj.h"
39 #include "program/prog_parameter.h"
40 #include "program/program.h"
41 #include "intel_mipmap_tree.h"
42
43 #include "glsl/ralloc.h"
44
45 /**
46 * Return a bitfield where bit n is set if barycentric interpolation mode n
47 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
48 */
49 static unsigned
50 brw_compute_barycentric_interp_modes(struct brw_context *brw,
51 bool shade_model_flat,
52 bool persample_shading,
53 const struct gl_fragment_program *fprog)
54 {
55 unsigned barycentric_interp_modes = 0;
56 int attr;
57
58 /* Loop through all fragment shader inputs to figure out what interpolation
59 * modes are in use, and set the appropriate bits in
60 * barycentric_interp_modes.
61 */
62 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
63 enum glsl_interp_qualifier interp_qualifier =
64 fprog->InterpQualifier[attr];
65 bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
66 !persample_shading;
67 bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
68 persample_shading;
69 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
70
71 /* Ignore unused inputs. */
72 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
73 continue;
74
75 /* Ignore WPOS and FACE, because they don't require interpolation. */
76 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
77 continue;
78
79 /* Determine the set (or sets) of barycentric coordinates needed to
80 * interpolate this variable. Note that when
81 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
82 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
83 * for lit pixels, so we need both sets of barycentric coordinates.
84 */
85 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
86 if (is_centroid) {
87 barycentric_interp_modes |=
88 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
89 } else if (is_sample) {
90 barycentric_interp_modes |=
91 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC;
92 }
93 if ((!is_centroid && !is_sample) ||
94 brw->needs_unlit_centroid_workaround) {
95 barycentric_interp_modes |=
96 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
97 }
98 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
99 (!(shade_model_flat && is_gl_Color) &&
100 interp_qualifier == INTERP_QUALIFIER_NONE)) {
101 if (is_centroid) {
102 barycentric_interp_modes |=
103 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
104 } else if (is_sample) {
105 barycentric_interp_modes |=
106 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC;
107 }
108 if ((!is_centroid && !is_sample) ||
109 brw->needs_unlit_centroid_workaround) {
110 barycentric_interp_modes |=
111 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
112 }
113 }
114 }
115
116 return barycentric_interp_modes;
117 }
118
119 bool
120 brw_wm_prog_data_compare(const void *in_a, const void *in_b)
121 {
122 const struct brw_wm_prog_data *a = in_a;
123 const struct brw_wm_prog_data *b = in_b;
124
125 /* Compare the base structure. */
126 if (!brw_stage_prog_data_compare(&a->base, &b->base))
127 return false;
128
129 /* Compare the rest of the structure. */
130 const unsigned offset = sizeof(struct brw_stage_prog_data);
131 if (memcmp(((char *) a) + offset, ((char *) b) + offset,
132 sizeof(struct brw_wm_prog_data) - offset))
133 return false;
134
135 return true;
136 }
137
138 /**
139 * All Mesa program -> GPU code generation goes through this function.
140 * Depending on the instructions used (i.e. flow control instructions)
141 * we'll use one of two code generators.
142 */
143 bool do_wm_prog(struct brw_context *brw,
144 struct gl_shader_program *prog,
145 struct brw_fragment_program *fp,
146 struct brw_wm_prog_key *key)
147 {
148 struct gl_context *ctx = &brw->ctx;
149 struct brw_wm_compile *c;
150 const GLuint *program;
151 struct gl_shader *fs = NULL;
152 GLuint program_size;
153
154 if (prog)
155 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
156
157 c = rzalloc(NULL, struct brw_wm_compile);
158
159 /* Allocate the references to the uniforms that will end up in the
160 * prog_data associated with the compiled program, and which will be freed
161 * by the state cache.
162 */
163 int param_count;
164 if (fs) {
165 param_count = fs->num_uniform_components;
166 } else {
167 param_count = fp->program.Base.Parameters->NumParameters * 4;
168 }
169 /* The backend also sometimes adds params for texture size. */
170 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
171 c->prog_data.base.param = rzalloc_array(NULL, const float *, param_count);
172 c->prog_data.base.pull_param =
173 rzalloc_array(NULL, const float *, param_count);
174 c->prog_data.base.nr_params = param_count;
175
176 memcpy(&c->key, key, sizeof(*key));
177
178 c->prog_data.barycentric_interp_modes =
179 brw_compute_barycentric_interp_modes(brw, c->key.flat_shade,
180 c->key.persample_shading,
181 &fp->program);
182
183 program = brw_wm_fs_emit(brw, c, &fp->program, prog, &program_size);
184 if (program == NULL)
185 return false;
186
187 if (c->prog_data.total_scratch) {
188 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
189 c->prog_data.total_scratch * brw->max_wm_threads);
190 }
191
192 if (unlikely(INTEL_DEBUG & DEBUG_WM))
193 fprintf(stderr, "\n");
194
195 brw_upload_cache(&brw->cache, BRW_WM_PROG,
196 &c->key, sizeof(c->key),
197 program, program_size,
198 &c->prog_data, sizeof(c->prog_data),
199 &brw->wm.base.prog_offset, &brw->wm.prog_data);
200
201 ralloc_free(c);
202
203 return true;
204 }
205
206 static bool
207 key_debug(struct brw_context *brw, const char *name, int a, int b)
208 {
209 if (a != b) {
210 perf_debug(" %s %d->%d\n", name, a, b);
211 return true;
212 } else {
213 return false;
214 }
215 }
216
217 bool
218 brw_debug_recompile_sampler_key(struct brw_context *brw,
219 const struct brw_sampler_prog_key_data *old_key,
220 const struct brw_sampler_prog_key_data *key)
221 {
222 bool found = false;
223
224 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
225 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
226 old_key->swizzles[i], key->swizzles[i]);
227 }
228 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
229 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
230 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
231 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
232 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
233 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
234 found |= key_debug(brw, "gather channel quirk on any texture unit",
235 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
236
237 return found;
238 }
239
240 void
241 brw_wm_debug_recompile(struct brw_context *brw,
242 struct gl_shader_program *prog,
243 const struct brw_wm_prog_key *key)
244 {
245 struct brw_cache_item *c = NULL;
246 const struct brw_wm_prog_key *old_key = NULL;
247 bool found = false;
248
249 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
250
251 for (unsigned int i = 0; i < brw->cache.size; i++) {
252 for (c = brw->cache.items[i]; c; c = c->next) {
253 if (c->cache_id == BRW_WM_PROG) {
254 old_key = c->key;
255
256 if (old_key->program_string_id == key->program_string_id)
257 break;
258 }
259 }
260 if (c)
261 break;
262 }
263
264 if (!c) {
265 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
266 return;
267 }
268
269 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
270 "depth write",
271 old_key->iz_lookup, key->iz_lookup);
272 found |= key_debug(brw, "depth statistics",
273 old_key->stats_wm, key->stats_wm);
274 found |= key_debug(brw, "flat shading",
275 old_key->flat_shade, key->flat_shade);
276 found |= key_debug(brw, "number of color buffers",
277 old_key->nr_color_regions, key->nr_color_regions);
278 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
279 old_key->replicate_alpha, key->replicate_alpha);
280 found |= key_debug(brw, "rendering to FBO",
281 old_key->render_to_fbo, key->render_to_fbo);
282 found |= key_debug(brw, "fragment color clamping",
283 old_key->clamp_fragment_color, key->clamp_fragment_color);
284 found |= key_debug(brw, "line smoothing",
285 old_key->line_aa, key->line_aa);
286 found |= key_debug(brw, "renderbuffer height",
287 old_key->drawable_height, key->drawable_height);
288 found |= key_debug(brw, "input slots valid",
289 old_key->input_slots_valid, key->input_slots_valid);
290 found |= key_debug(brw, "mrt alpha test function",
291 old_key->alpha_test_func, key->alpha_test_func);
292 found |= key_debug(brw, "mrt alpha test reference value",
293 old_key->alpha_test_ref, key->alpha_test_ref);
294
295 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
296
297 if (!found) {
298 perf_debug(" Something else\n");
299 }
300 }
301
302 static uint8_t
303 gen6_gather_workaround(GLenum internalformat)
304 {
305 switch (internalformat) {
306 case GL_R8I: return WA_SIGN | WA_8BIT;
307 case GL_R8UI: return WA_8BIT;
308 case GL_R16I: return WA_SIGN | WA_16BIT;
309 case GL_R16UI: return WA_16BIT;
310 /* note that even though GL_R32I and GL_R32UI have format overrides
311 * in the surface state, there is no shader w/a required */
312 default: return 0;
313 }
314 }
315
316 void
317 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
318 const struct gl_program *prog,
319 unsigned sampler_count,
320 struct brw_sampler_prog_key_data *key)
321 {
322 struct brw_context *brw = brw_context(ctx);
323
324 for (int s = 0; s < sampler_count; s++) {
325 key->swizzles[s] = SWIZZLE_NOOP;
326
327 if (!(prog->SamplersUsed & (1 << s)))
328 continue;
329
330 int unit_id = prog->SamplerUnits[s];
331 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
332
333 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
334 const struct gl_texture_object *t = unit->_Current;
335 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
336 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
337
338 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
339 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
340 img->_BaseFormat == GL_DEPTH_STENCIL);
341
342 /* Haswell handles texture swizzling as surface format overrides
343 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
344 */
345 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
346 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
347
348 if (sampler->MinFilter != GL_NEAREST &&
349 sampler->MagFilter != GL_NEAREST) {
350 if (sampler->WrapS == GL_CLAMP)
351 key->gl_clamp_mask[0] |= 1 << s;
352 if (sampler->WrapT == GL_CLAMP)
353 key->gl_clamp_mask[1] |= 1 << s;
354 if (sampler->WrapR == GL_CLAMP)
355 key->gl_clamp_mask[2] |= 1 << s;
356 }
357
358 /* gather4's channel select for green from RG32F is broken;
359 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
360 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
361 if (img->InternalFormat == GL_RG32F)
362 key->gather_channel_quirk_mask |= 1 << s;
363 }
364
365 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
366 * UNORM/FLOAT instead and fix it in the shader.
367 */
368 if (brw->gen == 6 && prog->UsesGather) {
369 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
370 }
371
372 /* If this is a multisample sampler, and uses the CMS MSAA layout,
373 * then we need to emit slightly different code to first sample the
374 * MCS surface.
375 */
376 struct intel_texture_object *intel_tex =
377 intel_texture_object((struct gl_texture_object *)t);
378
379 if (brw->gen >= 7 &&
380 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
381 key->compressed_multisample_layout_mask |= 1 << s;
382 }
383 }
384 }
385 }
386
387 static void brw_wm_populate_key( struct brw_context *brw,
388 struct brw_wm_prog_key *key )
389 {
390 struct gl_context *ctx = &brw->ctx;
391 /* BRW_NEW_FRAGMENT_PROGRAM */
392 const struct brw_fragment_program *fp =
393 (struct brw_fragment_program *)brw->fragment_program;
394 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
395 GLuint lookup = 0;
396 GLuint line_aa;
397 bool program_uses_dfdy = fp->program.UsesDFdy;
398 bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
399
400 memset(key, 0, sizeof(*key));
401
402 /* Build the index for table lookup
403 */
404 if (brw->gen < 6) {
405 /* _NEW_COLOR */
406 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
407 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
408
409 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
410 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
411
412 /* _NEW_DEPTH */
413 if (ctx->Depth.Test)
414 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
415
416 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
417 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
418
419 /* _NEW_STENCIL | _NEW_BUFFERS */
420 if (ctx->Stencil._Enabled) {
421 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
422
423 if (ctx->Stencil.WriteMask[0] ||
424 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
425 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
426 }
427 key->iz_lookup = lookup;
428 }
429
430 line_aa = AA_NEVER;
431
432 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
433 if (ctx->Line.SmoothFlag) {
434 if (brw->reduced_primitive == GL_LINES) {
435 line_aa = AA_ALWAYS;
436 }
437 else if (brw->reduced_primitive == GL_TRIANGLES) {
438 if (ctx->Polygon.FrontMode == GL_LINE) {
439 line_aa = AA_SOMETIMES;
440
441 if (ctx->Polygon.BackMode == GL_LINE ||
442 (ctx->Polygon.CullFlag &&
443 ctx->Polygon.CullFaceMode == GL_BACK))
444 line_aa = AA_ALWAYS;
445 }
446 else if (ctx->Polygon.BackMode == GL_LINE) {
447 line_aa = AA_SOMETIMES;
448
449 if ((ctx->Polygon.CullFlag &&
450 ctx->Polygon.CullFaceMode == GL_FRONT))
451 line_aa = AA_ALWAYS;
452 }
453 }
454 }
455
456 key->line_aa = line_aa;
457
458 /* _NEW_HINT */
459 if (brw->disable_derivative_optimization) {
460 key->high_quality_derivatives =
461 ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
462 } else {
463 key->high_quality_derivatives =
464 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
465 }
466
467 if (brw->gen < 6)
468 key->stats_wm = brw->stats_wm;
469
470 /* _NEW_LIGHT */
471 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
472
473 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
474 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
475
476 /* _NEW_TEXTURE */
477 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
478 &key->tex);
479
480 /* _NEW_BUFFERS */
481 /*
482 * Include the draw buffer origin and height so that we can calculate
483 * fragment position values relative to the bottom left of the drawable,
484 * from the incoming screen origin relative position we get as part of our
485 * payload.
486 *
487 * This is only needed for the WM_WPOSXY opcode when the fragment program
488 * uses the gl_FragCoord input.
489 *
490 * We could avoid recompiling by including this as a constant referenced by
491 * our program, but if we were to do that it would also be nice to handle
492 * getting that constant updated at batchbuffer submit time (when we
493 * hold the lock and know where the buffer really is) rather than at emit
494 * time when we don't hold the lock and are just guessing. We could also
495 * just avoid using this as key data if the program doesn't use
496 * fragment.position.
497 *
498 * For DRI2 the origin_x/y will always be (0,0) but we still need the
499 * drawable height in order to invert the Y axis.
500 */
501 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
502 key->drawable_height = ctx->DrawBuffer->Height;
503 }
504
505 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
506 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
507 }
508
509 /* _NEW_BUFFERS */
510 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
511
512 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
513 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
514 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
515
516 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
517 /* Ignore sample qualifier while computing this flag. */
518 key->persample_shading =
519 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
520
521 key->compute_pos_offset =
522 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
523 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
524
525 key->compute_sample_id =
526 multisample_fbo &&
527 ctx->Multisample.Enabled &&
528 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
529
530 /* BRW_NEW_VUE_MAP_GEOM_OUT */
531 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
532 BRW_FS_VARYING_INPUT_MASK) > 16)
533 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
534
535
536 /* _NEW_COLOR | _NEW_BUFFERS */
537 /* Pre-gen6, the hardware alpha test always used each render
538 * target's alpha to do alpha test, as opposed to render target 0's alpha
539 * like GL requires. Fix that by building the alpha test into the
540 * shader, and we'll skip enabling the fixed function alpha test.
541 */
542 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
543 key->alpha_test_func = ctx->Color.AlphaFunc;
544 key->alpha_test_ref = ctx->Color.AlphaRef;
545 }
546
547 /* The unique fragment program ID */
548 key->program_string_id = fp->id;
549 }
550
551
552 static void
553 brw_upload_wm_prog(struct brw_context *brw)
554 {
555 struct gl_context *ctx = &brw->ctx;
556 struct brw_wm_prog_key key;
557 struct brw_fragment_program *fp = (struct brw_fragment_program *)
558 brw->fragment_program;
559
560 brw_wm_populate_key(brw, &key);
561
562 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
563 &key, sizeof(key),
564 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
565 bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp,
566 &key);
567 (void) success;
568 assert(success);
569 }
570 brw->wm.base.prog_data = &brw->wm.prog_data->base;
571 }
572
573
574 const struct brw_tracked_state brw_wm_prog = {
575 .dirty = {
576 .mesa = (_NEW_COLOR |
577 _NEW_DEPTH |
578 _NEW_STENCIL |
579 _NEW_POLYGON |
580 _NEW_LINE |
581 _NEW_HINT |
582 _NEW_LIGHT |
583 _NEW_FRAG_CLAMP |
584 _NEW_BUFFERS |
585 _NEW_TEXTURE |
586 _NEW_MULTISAMPLE),
587 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
588 BRW_NEW_REDUCED_PRIMITIVE |
589 BRW_NEW_VUE_MAP_GEOM_OUT |
590 BRW_NEW_STATS_WM)
591 },
592 .emit = brw_upload_wm_prog
593 };
594