2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics to
4 develop this 3D driver.
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:
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.
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.
26 **********************************************************************/
29 * Keith Whitwell <keithw@vmware.com>
32 #include "brw_context.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"
43 #include "util/ralloc.h"
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.
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
)
55 unsigned barycentric_interp_modes
= 0;
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.
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
)) &&
67 bool is_sample
= (fprog
->IsSample
& BITFIELD64_BIT(attr
)) ||
69 bool is_gl_Color
= attr
== VARYING_SLOT_COL0
|| attr
== VARYING_SLOT_COL1
;
71 /* Ignore unused inputs. */
72 if (!(fprog
->Base
.InputsRead
& BITFIELD64_BIT(attr
)))
75 /* Ignore WPOS and FACE, because they don't require interpolation. */
76 if (attr
== VARYING_SLOT_POS
|| attr
== VARYING_SLOT_FACE
)
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.
85 if (interp_qualifier
== INTERP_QUALIFIER_NOPERSPECTIVE
) {
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
;
93 if ((!is_centroid
&& !is_sample
) ||
94 brw
->needs_unlit_centroid_workaround
) {
95 barycentric_interp_modes
|=
96 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC
;
98 } else if (interp_qualifier
== INTERP_QUALIFIER_SMOOTH
||
99 (!(shade_model_flat
&& is_gl_Color
) &&
100 interp_qualifier
== INTERP_QUALIFIER_NONE
)) {
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
;
108 if ((!is_centroid
&& !is_sample
) ||
109 brw
->needs_unlit_centroid_workaround
) {
110 barycentric_interp_modes
|=
111 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC
;
116 return barycentric_interp_modes
;
120 computed_depth_mode(struct gl_fragment_program
*fp
)
122 if (fp
->Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
)) {
123 switch (fp
->FragDepthLayout
) {
124 case FRAG_DEPTH_LAYOUT_NONE
:
125 case FRAG_DEPTH_LAYOUT_ANY
:
126 return BRW_PSCDEPTH_ON
;
127 case FRAG_DEPTH_LAYOUT_GREATER
:
128 return BRW_PSCDEPTH_ON_GE
;
129 case FRAG_DEPTH_LAYOUT_LESS
:
130 return BRW_PSCDEPTH_ON_LE
;
131 case FRAG_DEPTH_LAYOUT_UNCHANGED
:
132 return BRW_PSCDEPTH_OFF
;
135 return BRW_PSCDEPTH_OFF
;
139 brw_wm_prog_data_compare(const void *in_a
, const void *in_b
)
141 const struct brw_wm_prog_data
*a
= in_a
;
142 const struct brw_wm_prog_data
*b
= in_b
;
144 /* Compare the base structure. */
145 if (!brw_stage_prog_data_compare(&a
->base
, &b
->base
))
148 /* Compare the rest of the structure. */
149 const unsigned offset
= sizeof(struct brw_stage_prog_data
);
150 if (memcmp(((char *) a
) + offset
, ((char *) b
) + offset
,
151 sizeof(struct brw_wm_prog_data
) - offset
))
158 * All Mesa program -> GPU code generation goes through this function.
159 * Depending on the instructions used (i.e. flow control instructions)
160 * we'll use one of two code generators.
162 bool do_wm_prog(struct brw_context
*brw
,
163 struct gl_shader_program
*prog
,
164 struct brw_fragment_program
*fp
,
165 struct brw_wm_prog_key
*key
)
167 struct gl_context
*ctx
= &brw
->ctx
;
168 void *mem_ctx
= ralloc_context(NULL
);
169 struct brw_wm_prog_data prog_data
;
170 const GLuint
*program
;
171 struct gl_shader
*fs
= NULL
;
175 fs
= prog
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
177 memset(&prog_data
, 0, sizeof(prog_data
));
178 /* key->alpha_test_func means simulating alpha testing via discards,
179 * so the shader definitely kills pixels.
181 prog_data
.uses_kill
= fp
->program
.UsesKill
|| key
->alpha_test_func
;
183 prog_data
.computed_depth_mode
= computed_depth_mode(&fp
->program
);
185 /* Allocate the references to the uniforms that will end up in the
186 * prog_data associated with the compiled program, and which will be freed
187 * by the state cache.
191 param_count
= fs
->num_uniform_components
;
193 param_count
= fp
->program
.Base
.Parameters
->NumParameters
* 4;
195 /* The backend also sometimes adds params for texture size. */
196 param_count
+= 2 * ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
;
197 prog_data
.base
.param
=
198 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
199 prog_data
.base
.pull_param
=
200 rzalloc_array(NULL
, const gl_constant_value
*, param_count
);
201 prog_data
.base
.nr_params
= param_count
;
203 prog_data
.barycentric_interp_modes
=
204 brw_compute_barycentric_interp_modes(brw
, key
->flat_shade
,
205 key
->persample_shading
,
208 program
= brw_wm_fs_emit(brw
, mem_ctx
, key
, &prog_data
,
209 &fp
->program
, prog
, &program_size
);
210 if (program
== NULL
) {
211 ralloc_free(mem_ctx
);
215 if (prog_data
.base
.total_scratch
) {
216 brw_get_scratch_bo(brw
, &brw
->wm
.base
.scratch_bo
,
217 prog_data
.base
.total_scratch
* brw
->max_wm_threads
);
220 if (unlikely(INTEL_DEBUG
& DEBUG_WM
))
221 fprintf(stderr
, "\n");
223 brw_upload_cache(&brw
->cache
, BRW_CACHE_FS_PROG
,
224 key
, sizeof(struct brw_wm_prog_key
),
225 program
, program_size
,
226 &prog_data
, sizeof(prog_data
),
227 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
);
229 ralloc_free(mem_ctx
);
235 key_debug(struct brw_context
*brw
, const char *name
, int a
, int b
)
238 perf_debug(" %s %d->%d\n", name
, a
, b
);
246 brw_debug_recompile_sampler_key(struct brw_context
*brw
,
247 const struct brw_sampler_prog_key_data
*old_key
,
248 const struct brw_sampler_prog_key_data
*key
)
252 for (unsigned int i
= 0; i
< MAX_SAMPLERS
; i
++) {
253 found
|= key_debug(brw
, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
254 old_key
->swizzles
[i
], key
->swizzles
[i
]);
256 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 1st coordinate",
257 old_key
->gl_clamp_mask
[0], key
->gl_clamp_mask
[0]);
258 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
259 old_key
->gl_clamp_mask
[1], key
->gl_clamp_mask
[1]);
260 found
|= key_debug(brw
, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
261 old_key
->gl_clamp_mask
[2], key
->gl_clamp_mask
[2]);
262 found
|= key_debug(brw
, "gather channel quirk on any texture unit",
263 old_key
->gather_channel_quirk_mask
, key
->gather_channel_quirk_mask
);
269 brw_wm_debug_recompile(struct brw_context
*brw
,
270 struct gl_shader_program
*prog
,
271 const struct brw_wm_prog_key
*key
)
273 struct brw_cache_item
*c
= NULL
;
274 const struct brw_wm_prog_key
*old_key
= NULL
;
277 perf_debug("Recompiling fragment shader for program %d\n", prog
->Name
);
279 for (unsigned int i
= 0; i
< brw
->cache
.size
; i
++) {
280 for (c
= brw
->cache
.items
[i
]; c
; c
= c
->next
) {
281 if (c
->cache_id
== BRW_CACHE_FS_PROG
) {
284 if (old_key
->program_string_id
== key
->program_string_id
)
293 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
297 found
|= key_debug(brw
, "alphatest, computed depth, depth test, or "
299 old_key
->iz_lookup
, key
->iz_lookup
);
300 found
|= key_debug(brw
, "depth statistics",
301 old_key
->stats_wm
, key
->stats_wm
);
302 found
|= key_debug(brw
, "flat shading",
303 old_key
->flat_shade
, key
->flat_shade
);
304 found
|= key_debug(brw
, "per-sample shading",
305 old_key
->persample_shading
, key
->persample_shading
);
306 found
|= key_debug(brw
, "per-sample shading and 2x MSAA",
307 old_key
->persample_2x
, key
->persample_2x
);
308 found
|= key_debug(brw
, "number of color buffers",
309 old_key
->nr_color_regions
, key
->nr_color_regions
);
310 found
|= key_debug(brw
, "MRT alpha test or alpha-to-coverage",
311 old_key
->replicate_alpha
, key
->replicate_alpha
);
312 found
|= key_debug(brw
, "rendering to FBO",
313 old_key
->render_to_fbo
, key
->render_to_fbo
);
314 found
|= key_debug(brw
, "fragment color clamping",
315 old_key
->clamp_fragment_color
, key
->clamp_fragment_color
);
316 found
|= key_debug(brw
, "line smoothing",
317 old_key
->line_aa
, key
->line_aa
);
318 found
|= key_debug(brw
, "renderbuffer height",
319 old_key
->drawable_height
, key
->drawable_height
);
320 found
|= key_debug(brw
, "input slots valid",
321 old_key
->input_slots_valid
, key
->input_slots_valid
);
322 found
|= key_debug(brw
, "mrt alpha test function",
323 old_key
->alpha_test_func
, key
->alpha_test_func
);
324 found
|= key_debug(brw
, "mrt alpha test reference value",
325 old_key
->alpha_test_ref
, key
->alpha_test_ref
);
327 found
|= brw_debug_recompile_sampler_key(brw
, &old_key
->tex
, &key
->tex
);
330 perf_debug(" Something else\n");
335 gen6_gather_workaround(GLenum internalformat
)
337 switch (internalformat
) {
338 case GL_R8I
: return WA_SIGN
| WA_8BIT
;
339 case GL_R8UI
: return WA_8BIT
;
340 case GL_R16I
: return WA_SIGN
| WA_16BIT
;
341 case GL_R16UI
: return WA_16BIT
;
342 /* note that even though GL_R32I and GL_R32UI have format overrides
343 * in the surface state, there is no shader w/a required */
349 brw_populate_sampler_prog_key_data(struct gl_context
*ctx
,
350 const struct gl_program
*prog
,
351 unsigned sampler_count
,
352 struct brw_sampler_prog_key_data
*key
)
354 struct brw_context
*brw
= brw_context(ctx
);
356 for (int s
= 0; s
< sampler_count
; s
++) {
357 key
->swizzles
[s
] = SWIZZLE_NOOP
;
359 if (!(prog
->SamplersUsed
& (1 << s
)))
362 int unit_id
= prog
->SamplerUnits
[s
];
363 const struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[unit_id
];
365 if (unit
->_Current
&& unit
->_Current
->Target
!= GL_TEXTURE_BUFFER
) {
366 const struct gl_texture_object
*t
= unit
->_Current
;
367 const struct gl_texture_image
*img
= t
->Image
[0][t
->BaseLevel
];
368 struct gl_sampler_object
*sampler
= _mesa_get_samplerobj(ctx
, unit_id
);
370 const bool alpha_depth
= t
->DepthMode
== GL_ALPHA
&&
371 (img
->_BaseFormat
== GL_DEPTH_COMPONENT
||
372 img
->_BaseFormat
== GL_DEPTH_STENCIL
);
374 /* Haswell handles texture swizzling as surface format overrides
375 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
377 if (alpha_depth
|| (brw
->gen
< 8 && !brw
->is_haswell
))
378 key
->swizzles
[s
] = brw_get_texture_swizzle(ctx
, t
);
381 sampler
->MinFilter
!= GL_NEAREST
&&
382 sampler
->MagFilter
!= GL_NEAREST
) {
383 if (sampler
->WrapS
== GL_CLAMP
)
384 key
->gl_clamp_mask
[0] |= 1 << s
;
385 if (sampler
->WrapT
== GL_CLAMP
)
386 key
->gl_clamp_mask
[1] |= 1 << s
;
387 if (sampler
->WrapR
== GL_CLAMP
)
388 key
->gl_clamp_mask
[2] |= 1 << s
;
391 /* gather4's channel select for green from RG32F is broken;
392 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
393 if (brw
->gen
== 7 && !brw
->is_haswell
&& prog
->UsesGather
) {
394 if (img
->InternalFormat
== GL_RG32F
)
395 key
->gather_channel_quirk_mask
|= 1 << s
;
398 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
399 * UNORM/FLOAT instead and fix it in the shader.
401 if (brw
->gen
== 6 && prog
->UsesGather
) {
402 key
->gen6_gather_wa
[s
] = gen6_gather_workaround(img
->InternalFormat
);
405 /* If this is a multisample sampler, and uses the CMS MSAA layout,
406 * then we need to emit slightly different code to first sample the
409 struct intel_texture_object
*intel_tex
=
410 intel_texture_object((struct gl_texture_object
*)t
);
413 intel_tex
->mt
->msaa_layout
== INTEL_MSAA_LAYOUT_CMS
) {
414 key
->compressed_multisample_layout_mask
|= 1 << s
;
420 static void brw_wm_populate_key( struct brw_context
*brw
,
421 struct brw_wm_prog_key
*key
)
423 struct gl_context
*ctx
= &brw
->ctx
;
424 /* BRW_NEW_FRAGMENT_PROGRAM */
425 const struct brw_fragment_program
*fp
=
426 (struct brw_fragment_program
*)brw
->fragment_program
;
427 const struct gl_program
*prog
= (struct gl_program
*) brw
->fragment_program
;
430 bool program_uses_dfdy
= fp
->program
.UsesDFdy
;
431 bool multisample_fbo
= ctx
->DrawBuffer
->Visual
.samples
> 1;
433 memset(key
, 0, sizeof(*key
));
435 /* Build the index for table lookup
439 if (fp
->program
.UsesKill
|| ctx
->Color
.AlphaEnabled
)
440 lookup
|= IZ_PS_KILL_ALPHATEST_BIT
;
442 if (fp
->program
.Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
))
443 lookup
|= IZ_PS_COMPUTES_DEPTH_BIT
;
447 lookup
|= IZ_DEPTH_TEST_ENABLE_BIT
;
449 if (ctx
->Depth
.Test
&& ctx
->Depth
.Mask
) /* ?? */
450 lookup
|= IZ_DEPTH_WRITE_ENABLE_BIT
;
452 /* _NEW_STENCIL | _NEW_BUFFERS */
453 if (ctx
->Stencil
._Enabled
) {
454 lookup
|= IZ_STENCIL_TEST_ENABLE_BIT
;
456 if (ctx
->Stencil
.WriteMask
[0] ||
457 ctx
->Stencil
.WriteMask
[ctx
->Stencil
._BackFace
])
458 lookup
|= IZ_STENCIL_WRITE_ENABLE_BIT
;
460 key
->iz_lookup
= lookup
;
465 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
466 if (ctx
->Line
.SmoothFlag
) {
467 if (brw
->reduced_primitive
== GL_LINES
) {
470 else if (brw
->reduced_primitive
== GL_TRIANGLES
) {
471 if (ctx
->Polygon
.FrontMode
== GL_LINE
) {
472 line_aa
= AA_SOMETIMES
;
474 if (ctx
->Polygon
.BackMode
== GL_LINE
||
475 (ctx
->Polygon
.CullFlag
&&
476 ctx
->Polygon
.CullFaceMode
== GL_BACK
))
479 else if (ctx
->Polygon
.BackMode
== GL_LINE
) {
480 line_aa
= AA_SOMETIMES
;
482 if ((ctx
->Polygon
.CullFlag
&&
483 ctx
->Polygon
.CullFaceMode
== GL_FRONT
))
489 key
->line_aa
= line_aa
;
492 key
->high_quality_derivatives
=
493 ctx
->Hint
.FragmentShaderDerivative
== GL_NICEST
;
496 key
->stats_wm
= brw
->stats_wm
;
499 key
->flat_shade
= (ctx
->Light
.ShadeModel
== GL_FLAT
);
501 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
502 key
->clamp_fragment_color
= ctx
->Color
._ClampFragmentColor
;
505 brw_populate_sampler_prog_key_data(ctx
, prog
, brw
->wm
.base
.sampler_count
,
510 * Include the draw buffer origin and height so that we can calculate
511 * fragment position values relative to the bottom left of the drawable,
512 * from the incoming screen origin relative position we get as part of our
515 * This is only needed for the WM_WPOSXY opcode when the fragment program
516 * uses the gl_FragCoord input.
518 * We could avoid recompiling by including this as a constant referenced by
519 * our program, but if we were to do that it would also be nice to handle
520 * getting that constant updated at batchbuffer submit time (when we
521 * hold the lock and know where the buffer really is) rather than at emit
522 * time when we don't hold the lock and are just guessing. We could also
523 * just avoid using this as key data if the program doesn't use
526 * For DRI2 the origin_x/y will always be (0,0) but we still need the
527 * drawable height in order to invert the Y axis.
529 if (fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) {
530 key
->drawable_height
= ctx
->DrawBuffer
->Height
;
533 if ((fp
->program
.Base
.InputsRead
& VARYING_BIT_POS
) || program_uses_dfdy
) {
534 key
->render_to_fbo
= _mesa_is_user_fbo(ctx
->DrawBuffer
);
538 key
->nr_color_regions
= ctx
->DrawBuffer
->_NumColorDrawBuffers
;
540 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
541 key
->replicate_alpha
= ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 &&
542 (ctx
->Multisample
.SampleAlphaToCoverage
|| ctx
->Color
.AlphaEnabled
);
544 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
545 /* Ignore sample qualifier while computing this flag. */
546 key
->persample_shading
=
547 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, true) > 1;
548 if (key
->persample_shading
)
549 key
->persample_2x
= ctx
->DrawBuffer
->Visual
.samples
== 2;
551 key
->compute_pos_offset
=
552 _mesa_get_min_invocations_per_fragment(ctx
, &fp
->program
, false) > 1 &&
553 fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_POS
;
555 key
->compute_sample_id
=
557 ctx
->Multisample
.Enabled
&&
558 (fp
->program
.Base
.SystemValuesRead
& SYSTEM_BIT_SAMPLE_ID
);
560 /* BRW_NEW_VUE_MAP_GEOM_OUT */
561 if (brw
->gen
< 6 || _mesa_bitcount_64(fp
->program
.Base
.InputsRead
&
562 BRW_FS_VARYING_INPUT_MASK
) > 16)
563 key
->input_slots_valid
= brw
->vue_map_geom_out
.slots_valid
;
566 /* _NEW_COLOR | _NEW_BUFFERS */
567 /* Pre-gen6, the hardware alpha test always used each render
568 * target's alpha to do alpha test, as opposed to render target 0's alpha
569 * like GL requires. Fix that by building the alpha test into the
570 * shader, and we'll skip enabling the fixed function alpha test.
572 if (brw
->gen
< 6 && ctx
->DrawBuffer
->_NumColorDrawBuffers
> 1 && ctx
->Color
.AlphaEnabled
) {
573 key
->alpha_test_func
= ctx
->Color
.AlphaFunc
;
574 key
->alpha_test_ref
= ctx
->Color
.AlphaRef
;
577 /* The unique fragment program ID */
578 key
->program_string_id
= fp
->id
;
583 brw_upload_wm_prog(struct brw_context
*brw
)
585 struct gl_context
*ctx
= &brw
->ctx
;
586 struct brw_wm_prog_key key
;
587 struct brw_fragment_program
*fp
= (struct brw_fragment_program
*)
588 brw
->fragment_program
;
590 brw_wm_populate_key(brw
, &key
);
592 if (!brw_search_cache(&brw
->cache
, BRW_CACHE_FS_PROG
,
594 &brw
->wm
.base
.prog_offset
, &brw
->wm
.prog_data
)) {
595 bool success
= do_wm_prog(brw
, ctx
->_Shader
->_CurrentFragmentProgram
, fp
,
600 brw
->wm
.base
.prog_data
= &brw
->wm
.prog_data
->base
;
604 const struct brw_tracked_state brw_wm_prog
= {
606 .mesa
= _NEW_BUFFERS
|
617 .brw
= BRW_NEW_FRAGMENT_PROGRAM
|
618 BRW_NEW_REDUCED_PRIMITIVE
|
620 BRW_NEW_VUE_MAP_GEOM_OUT
,
622 .emit
= brw_upload_wm_prog