*/
void fs_visitor::setup_payload_gen4()
{
+ assert(stage == MESA_SHADER_FRAGMENT);
+ brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
+ gl_fragment_program *fp = (gl_fragment_program*) prog;
GLuint reg = 2;
bool kill_stats_promoted_workaround = false;
- int lookup = c->key.iz_lookup;
+ int lookup = key->iz_lookup;
bool uses_depth =
(fp->Base.InputsRead & (1 << VARYING_SLOT_POS)) != 0;
* statistics are enabled..." paragraph of 11.5.3.2: Early Depth
* Test Cases [Pre-DevGT] of the 3D Pipeline - Windower B-Spec.
*/
- if (c->key.stats_wm &&
+ if (key->stats_wm &&
(lookup & IZ_PS_KILL_ALPHATEST_BIT) &&
wm_iz_table[lookup].mode == P) {
kill_stats_promoted_workaround = true;
if (wm_iz_table[lookup].sd_to_rt || kill_stats_promoted_workaround)
source_depth_to_render_target = true;
- if (wm_iz_table[lookup].ds_present || c->key.line_aa != AA_NEVER) {
+ if (wm_iz_table[lookup].ds_present || key->line_aa != AA_NEVER) {
payload.aa_dest_stencil_reg = reg;
runtime_check_aads_emit =
- !wm_iz_table[lookup].ds_present && c->key.line_aa == AA_SOMETIMES;
+ !wm_iz_table[lookup].ds_present && key->line_aa == AA_SOMETIMES;
reg++;
}