struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_FRAGMENT_PROGRAM */
const struct gl_fragment_program *fp = brw->fragment_program;
- /* CACHE_NEW_WM_PROG */
+ /* BRW_NEW_FS_PROG_DATA */
const struct brw_wm_prog_data *prog_data = brw->wm.prog_data;
struct brw_wm_unit_state *wm;
prog_data->dispatch_grf_start_reg_16);
}
- /* BRW_NEW_PROGRAM_CACHE | CACHE_NEW_WM_PROG */
+ /* BRW_NEW_PROGRAM_CACHE | BRW_NEW_FS_PROG_DATA */
wm->thread0.grf_reg_count = prog_data->reg_blocks;
wm->wm9.grf_reg_count_2 = prog_data->reg_blocks_16;
(wm->wm9.grf_reg_count_2 << 1)) >> 6;
wm->thread1.depth_coef_urb_read_offset = 1;
- /* Use ALT floating point mode for ARB fragment programs, because they
- * require 0^0 == 1. Even though _CurrentFragmentProgram is used for
- * rendering, CurrentProgram[MESA_SHADER_FRAGMENT] is used for this check
- * to differentiate between the GLSL and non-GLSL cases.
- */
- if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] == NULL)
+ if (prog_data->base.use_alt_mode)
wm->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
else
wm->thread1.floating_point_mode = BRW_FLOATING_POINT_IEEE_754;
if (brw->gen == 5)
wm->wm4.sampler_count = 0; /* hardware requirement */
else {
- /* CACHE_NEW_SAMPLER */
wm->wm4.sampler_count = (brw->wm.base.sampler_count + 1) / 4;
}
if (brw->wm.base.sampler_count) {
- /* reloc */
+ /* BRW_NEW_SAMPLER_STATE_TABLE - reloc */
wm->wm4.sampler_state_pointer = (brw->batch.bo->offset64 +
brw->wm.base.sampler_offset) >> 5;
} else {
.brw = BRW_NEW_BATCH |
BRW_NEW_CURBE_OFFSETS |
BRW_NEW_FRAGMENT_PROGRAM |
+ BRW_NEW_FS_PROG_DATA |
BRW_NEW_PROGRAM_CACHE |
+ BRW_NEW_SAMPLER_STATE_TABLE |
BRW_NEW_STATS_WM,
- .cache = CACHE_NEW_SAMPLER |
- CACHE_NEW_WM_PROG,
},
.emit = brw_upload_wm_unit,
};