- const struct panfrost_device *dev = pan_device(ctx->base.screen);
- struct panfrost_shader_state *fs;
- fs = panfrost_get_shader_state(ctx, PIPE_SHADER_FRAGMENT);
-
- SET_BIT(fragmeta->unknown2_4, MALI_NO_DITHER,
- (dev->quirks & MIDGARD_SFBD) && ctx->blend &&
- !ctx->blend->base.dither);
-
- /* Get blending setup */
- unsigned rt_count = MAX2(ctx->pipe_framebuffer.nr_cbufs, 1);
-
- struct panfrost_blend_final blend[PIPE_MAX_COLOR_BUFS];
- unsigned shader_offset = 0;
- struct panfrost_bo *shader_bo = NULL;
-
- for (unsigned c = 0; c < rt_count; ++c)
- blend[c] = panfrost_get_blend_for_context(ctx, c, &shader_bo,
- &shader_offset);
-
- /* Disable shader execution if we can */
- if (dev->quirks & MIDGARD_SHADERLESS
- && !panfrost_fs_required(fs, blend, rt_count)) {
- fragmeta->shader = 0;
- fragmeta->attribute_count = 0;
- fragmeta->varying_count = 0;
- fragmeta->texture_count = 0;
- fragmeta->sampler_count = 0;
-
- /* This feature is not known to work on Bifrost */
- fragmeta->midgard1.work_count = 1;
- fragmeta->midgard1.uniform_count = 0;
- fragmeta->midgard1.uniform_buffer_count = 0;
- }
-
- /* If there is a blend shader, work registers are shared. We impose 8
- * work registers as a limit for blend shaders. Should be lower XXX */
-
- if (!(dev->quirks & IS_BIFROST)) {
- for (unsigned c = 0; c < rt_count; ++c) {
- if (blend[c].is_shader) {
- fragmeta->midgard1.work_count =
- MAX2(fragmeta->midgard1.work_count, 8);
- }
- }
- }
-
- /* Even on MFBD, the shader descriptor gets blend shaders. It's *also*
- * copied to the blend_meta appended (by convention), but this is the
- * field actually read by the hardware. (Or maybe both are read...?).
- * Specify the last RTi with a blend shader. */
-
- fragmeta->blend.shader = 0;
-
- for (signed rt = (rt_count - 1); rt >= 0; --rt) {
- if (!blend[rt].is_shader)
- continue;
-
- fragmeta->blend.shader = blend[rt].shader.gpu |
- blend[rt].shader.first_tag;
- break;
- }
-
- if (dev->quirks & MIDGARD_SFBD) {
- /* When only a single render target platform is used, the blend
- * information is inside the shader meta itself. We additionally
- * need to signal CAN_DISCARD for nontrivial blend modes (so
- * we're able to read back the destination buffer) */
-
- SET_BIT(fragmeta->unknown2_3, MALI_HAS_BLEND_SHADER,
- blend[0].is_shader);
-
- if (!blend[0].is_shader) {
- fragmeta->blend.equation = *blend[0].equation.equation;
- fragmeta->blend.constant = blend[0].equation.constant;
- }
-
- SET_BIT(fragmeta->unknown2_3, MALI_CAN_DISCARD,
- !blend[0].no_blending || fs->can_discard);
- return;
- }
-
- if (dev->quirks & IS_BIFROST) {
- bool no_blend = true;