d5a28dc530899d5673000956eae678434adea5b7
[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 void *mem_ctx = ralloc_context(NULL);
150 struct brw_wm_prog_data prog_data;
151 const GLuint *program;
152 struct gl_shader *fs = NULL;
153 GLuint program_size;
154
155 if (prog)
156 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
157
158 memset(&prog_data, 0, sizeof(prog_data));
159
160 /* Allocate the references to the uniforms that will end up in the
161 * prog_data associated with the compiled program, and which will be freed
162 * by the state cache.
163 */
164 int param_count;
165 if (fs) {
166 param_count = fs->num_uniform_components;
167 } else {
168 param_count = fp->program.Base.Parameters->NumParameters * 4;
169 }
170 /* The backend also sometimes adds params for texture size. */
171 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
172 prog_data.base.param = rzalloc_array(NULL, const float *, param_count);
173 prog_data.base.pull_param =
174 rzalloc_array(NULL, const float *, param_count);
175 prog_data.base.nr_params = param_count;
176
177 prog_data.barycentric_interp_modes =
178 brw_compute_barycentric_interp_modes(brw, key->flat_shade,
179 key->persample_shading,
180 &fp->program);
181
182 program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data,
183 &fp->program, prog, &program_size);
184 if (program == NULL) {
185 ralloc_free(mem_ctx);
186 return false;
187 }
188
189 if (prog_data.total_scratch) {
190 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
191 prog_data.total_scratch * brw->max_wm_threads);
192 }
193
194 if (unlikely(INTEL_DEBUG & DEBUG_WM))
195 fprintf(stderr, "\n");
196
197 brw_upload_cache(&brw->cache, BRW_WM_PROG,
198 key, sizeof(struct brw_wm_prog_key),
199 program, program_size,
200 &prog_data, sizeof(prog_data),
201 &brw->wm.base.prog_offset, &brw->wm.prog_data);
202
203 ralloc_free(mem_ctx);
204
205 return true;
206 }
207
208 static bool
209 key_debug(struct brw_context *brw, const char *name, int a, int b)
210 {
211 if (a != b) {
212 perf_debug(" %s %d->%d\n", name, a, b);
213 return true;
214 } else {
215 return false;
216 }
217 }
218
219 bool
220 brw_debug_recompile_sampler_key(struct brw_context *brw,
221 const struct brw_sampler_prog_key_data *old_key,
222 const struct brw_sampler_prog_key_data *key)
223 {
224 bool found = false;
225
226 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
227 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
228 old_key->swizzles[i], key->swizzles[i]);
229 }
230 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
231 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
232 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
233 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
234 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
235 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
236 found |= key_debug(brw, "gather channel quirk on any texture unit",
237 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
238
239 return found;
240 }
241
242 void
243 brw_wm_debug_recompile(struct brw_context *brw,
244 struct gl_shader_program *prog,
245 const struct brw_wm_prog_key *key)
246 {
247 struct brw_cache_item *c = NULL;
248 const struct brw_wm_prog_key *old_key = NULL;
249 bool found = false;
250
251 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
252
253 for (unsigned int i = 0; i < brw->cache.size; i++) {
254 for (c = brw->cache.items[i]; c; c = c->next) {
255 if (c->cache_id == BRW_WM_PROG) {
256 old_key = c->key;
257
258 if (old_key->program_string_id == key->program_string_id)
259 break;
260 }
261 }
262 if (c)
263 break;
264 }
265
266 if (!c) {
267 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
268 return;
269 }
270
271 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
272 "depth write",
273 old_key->iz_lookup, key->iz_lookup);
274 found |= key_debug(brw, "depth statistics",
275 old_key->stats_wm, key->stats_wm);
276 found |= key_debug(brw, "flat shading",
277 old_key->flat_shade, key->flat_shade);
278 found |= key_debug(brw, "per-sample shading",
279 old_key->persample_shading, key->persample_shading);
280 found |= key_debug(brw, "number of color buffers",
281 old_key->nr_color_regions, key->nr_color_regions);
282 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
283 old_key->replicate_alpha, key->replicate_alpha);
284 found |= key_debug(brw, "rendering to FBO",
285 old_key->render_to_fbo, key->render_to_fbo);
286 found |= key_debug(brw, "fragment color clamping",
287 old_key->clamp_fragment_color, key->clamp_fragment_color);
288 found |= key_debug(brw, "line smoothing",
289 old_key->line_aa, key->line_aa);
290 found |= key_debug(brw, "renderbuffer height",
291 old_key->drawable_height, key->drawable_height);
292 found |= key_debug(brw, "input slots valid",
293 old_key->input_slots_valid, key->input_slots_valid);
294 found |= key_debug(brw, "mrt alpha test function",
295 old_key->alpha_test_func, key->alpha_test_func);
296 found |= key_debug(brw, "mrt alpha test reference value",
297 old_key->alpha_test_ref, key->alpha_test_ref);
298
299 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
300
301 if (!found) {
302 perf_debug(" Something else\n");
303 }
304 }
305
306 static uint8_t
307 gen6_gather_workaround(GLenum internalformat)
308 {
309 switch (internalformat) {
310 case GL_R8I: return WA_SIGN | WA_8BIT;
311 case GL_R8UI: return WA_8BIT;
312 case GL_R16I: return WA_SIGN | WA_16BIT;
313 case GL_R16UI: return WA_16BIT;
314 /* note that even though GL_R32I and GL_R32UI have format overrides
315 * in the surface state, there is no shader w/a required */
316 default: return 0;
317 }
318 }
319
320 void
321 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
322 const struct gl_program *prog,
323 unsigned sampler_count,
324 struct brw_sampler_prog_key_data *key)
325 {
326 struct brw_context *brw = brw_context(ctx);
327
328 for (int s = 0; s < sampler_count; s++) {
329 key->swizzles[s] = SWIZZLE_NOOP;
330
331 if (!(prog->SamplersUsed & (1 << s)))
332 continue;
333
334 int unit_id = prog->SamplerUnits[s];
335 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
336
337 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
338 const struct gl_texture_object *t = unit->_Current;
339 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
340 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
341
342 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
343 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
344 img->_BaseFormat == GL_DEPTH_STENCIL);
345
346 /* Haswell handles texture swizzling as surface format overrides
347 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
348 */
349 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
350 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
351
352 if (brw->gen < 8 &&
353 sampler->MinFilter != GL_NEAREST &&
354 sampler->MagFilter != GL_NEAREST) {
355 if (sampler->WrapS == GL_CLAMP)
356 key->gl_clamp_mask[0] |= 1 << s;
357 if (sampler->WrapT == GL_CLAMP)
358 key->gl_clamp_mask[1] |= 1 << s;
359 if (sampler->WrapR == GL_CLAMP)
360 key->gl_clamp_mask[2] |= 1 << s;
361 }
362
363 /* gather4's channel select for green from RG32F is broken;
364 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
365 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
366 if (img->InternalFormat == GL_RG32F)
367 key->gather_channel_quirk_mask |= 1 << s;
368 }
369
370 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
371 * UNORM/FLOAT instead and fix it in the shader.
372 */
373 if (brw->gen == 6 && prog->UsesGather) {
374 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
375 }
376
377 /* If this is a multisample sampler, and uses the CMS MSAA layout,
378 * then we need to emit slightly different code to first sample the
379 * MCS surface.
380 */
381 struct intel_texture_object *intel_tex =
382 intel_texture_object((struct gl_texture_object *)t);
383
384 if (brw->gen >= 7 &&
385 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
386 key->compressed_multisample_layout_mask |= 1 << s;
387 }
388 }
389 }
390 }
391
392 static void brw_wm_populate_key( struct brw_context *brw,
393 struct brw_wm_prog_key *key )
394 {
395 struct gl_context *ctx = &brw->ctx;
396 /* BRW_NEW_FRAGMENT_PROGRAM */
397 const struct brw_fragment_program *fp =
398 (struct brw_fragment_program *)brw->fragment_program;
399 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
400 GLuint lookup = 0;
401 GLuint line_aa;
402 bool program_uses_dfdy = fp->program.UsesDFdy;
403 bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
404
405 memset(key, 0, sizeof(*key));
406
407 /* Build the index for table lookup
408 */
409 if (brw->gen < 6) {
410 /* _NEW_COLOR */
411 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
412 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
413
414 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
415 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
416
417 /* _NEW_DEPTH */
418 if (ctx->Depth.Test)
419 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
420
421 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
422 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
423
424 /* _NEW_STENCIL | _NEW_BUFFERS */
425 if (ctx->Stencil._Enabled) {
426 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
427
428 if (ctx->Stencil.WriteMask[0] ||
429 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
430 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
431 }
432 key->iz_lookup = lookup;
433 }
434
435 line_aa = AA_NEVER;
436
437 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
438 if (ctx->Line.SmoothFlag) {
439 if (brw->reduced_primitive == GL_LINES) {
440 line_aa = AA_ALWAYS;
441 }
442 else if (brw->reduced_primitive == GL_TRIANGLES) {
443 if (ctx->Polygon.FrontMode == GL_LINE) {
444 line_aa = AA_SOMETIMES;
445
446 if (ctx->Polygon.BackMode == GL_LINE ||
447 (ctx->Polygon.CullFlag &&
448 ctx->Polygon.CullFaceMode == GL_BACK))
449 line_aa = AA_ALWAYS;
450 }
451 else if (ctx->Polygon.BackMode == GL_LINE) {
452 line_aa = AA_SOMETIMES;
453
454 if ((ctx->Polygon.CullFlag &&
455 ctx->Polygon.CullFaceMode == GL_FRONT))
456 line_aa = AA_ALWAYS;
457 }
458 }
459 }
460
461 key->line_aa = line_aa;
462
463 /* _NEW_HINT */
464 if (brw->disable_derivative_optimization) {
465 key->high_quality_derivatives =
466 ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
467 } else {
468 key->high_quality_derivatives =
469 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
470 }
471
472 if (brw->gen < 6)
473 key->stats_wm = brw->stats_wm;
474
475 /* _NEW_LIGHT */
476 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
477
478 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
479 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
480
481 /* _NEW_TEXTURE */
482 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
483 &key->tex);
484
485 /* _NEW_BUFFERS */
486 /*
487 * Include the draw buffer origin and height so that we can calculate
488 * fragment position values relative to the bottom left of the drawable,
489 * from the incoming screen origin relative position we get as part of our
490 * payload.
491 *
492 * This is only needed for the WM_WPOSXY opcode when the fragment program
493 * uses the gl_FragCoord input.
494 *
495 * We could avoid recompiling by including this as a constant referenced by
496 * our program, but if we were to do that it would also be nice to handle
497 * getting that constant updated at batchbuffer submit time (when we
498 * hold the lock and know where the buffer really is) rather than at emit
499 * time when we don't hold the lock and are just guessing. We could also
500 * just avoid using this as key data if the program doesn't use
501 * fragment.position.
502 *
503 * For DRI2 the origin_x/y will always be (0,0) but we still need the
504 * drawable height in order to invert the Y axis.
505 */
506 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
507 key->drawable_height = ctx->DrawBuffer->Height;
508 }
509
510 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
511 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
512 }
513
514 /* _NEW_BUFFERS */
515 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
516
517 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
518 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
519 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
520
521 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
522 /* Ignore sample qualifier while computing this flag. */
523 key->persample_shading =
524 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
525
526 key->compute_pos_offset =
527 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
528 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
529
530 key->compute_sample_id =
531 multisample_fbo &&
532 ctx->Multisample.Enabled &&
533 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
534
535 /* BRW_NEW_VUE_MAP_GEOM_OUT */
536 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
537 BRW_FS_VARYING_INPUT_MASK) > 16)
538 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
539
540
541 /* _NEW_COLOR | _NEW_BUFFERS */
542 /* Pre-gen6, the hardware alpha test always used each render
543 * target's alpha to do alpha test, as opposed to render target 0's alpha
544 * like GL requires. Fix that by building the alpha test into the
545 * shader, and we'll skip enabling the fixed function alpha test.
546 */
547 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
548 key->alpha_test_func = ctx->Color.AlphaFunc;
549 key->alpha_test_ref = ctx->Color.AlphaRef;
550 }
551
552 /* The unique fragment program ID */
553 key->program_string_id = fp->id;
554 }
555
556
557 static void
558 brw_upload_wm_prog(struct brw_context *brw)
559 {
560 struct gl_context *ctx = &brw->ctx;
561 struct brw_wm_prog_key key;
562 struct brw_fragment_program *fp = (struct brw_fragment_program *)
563 brw->fragment_program;
564
565 brw_wm_populate_key(brw, &key);
566
567 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
568 &key, sizeof(key),
569 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
570 bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp,
571 &key);
572 (void) success;
573 assert(success);
574 }
575 brw->wm.base.prog_data = &brw->wm.prog_data->base;
576 }
577
578
579 const struct brw_tracked_state brw_wm_prog = {
580 .dirty = {
581 .mesa = (_NEW_COLOR |
582 _NEW_DEPTH |
583 _NEW_STENCIL |
584 _NEW_POLYGON |
585 _NEW_LINE |
586 _NEW_HINT |
587 _NEW_LIGHT |
588 _NEW_FRAG_CLAMP |
589 _NEW_BUFFERS |
590 _NEW_TEXTURE |
591 _NEW_MULTISAMPLE),
592 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
593 BRW_NEW_REDUCED_PRIMITIVE |
594 BRW_NEW_VUE_MAP_GEOM_OUT |
595 BRW_NEW_STATS_WM)
596 },
597 .emit = brw_upload_wm_prog
598 };
599