uint8_t iz_lookup;
bool stats_wm:1;
bool flat_shade:1;
- bool persample_shading:1;
unsigned nr_color_regions:5;
bool replicate_alpha:1;
bool render_to_fbo:1;
bool clamp_fragment_color:1;
- bool compute_pos_offset:1;
+ bool persample_interp:1;
bool multisample_fbo:1;
unsigned line_aa:2;
bool high_quality_derivatives:1;
GLuint num_varying_inputs;
- GLuint dispatch_grf_start_reg_16;
- GLuint reg_blocks;
- GLuint reg_blocks_16;
+ uint8_t reg_blocks_0;
+ uint8_t reg_blocks_2;
+
+ uint8_t dispatch_grf_start_reg_2;
+ uint32_t prog_offset_2;
struct {
/** @{
bool computed_stencil;
bool early_fragment_tests;
- bool no_8;
+ bool dispatch_8;
+ bool dispatch_16;
bool dual_src_blend;
+ bool persample_dispatch;
bool uses_pos_offset;
bool uses_omask;
bool uses_kill;
bool uses_src_w;
bool uses_sample_mask;
bool pulls_bary;
- uint32_t prog_offset_16;
/**
* Mask of which interpolation modes are required by the fragment shader.