#define using_v3d_simulator false
#endif
-#define VC5_DIRTY_BLEND (1 << 0)
-#define VC5_DIRTY_RASTERIZER (1 << 1)
-#define VC5_DIRTY_ZSA (1 << 2)
-#define VC5_DIRTY_FRAGTEX (1 << 3)
-#define VC5_DIRTY_VERTTEX (1 << 4)
-#define VC5_DIRTY_SHADER_IMAGE (1 << 5)
-
-#define VC5_DIRTY_BLEND_COLOR (1 << 7)
-#define VC5_DIRTY_STENCIL_REF (1 << 8)
-#define VC5_DIRTY_SAMPLE_STATE (1 << 9)
-#define VC5_DIRTY_FRAMEBUFFER (1 << 10)
-#define VC5_DIRTY_STIPPLE (1 << 11)
-#define VC5_DIRTY_VIEWPORT (1 << 12)
-#define VC5_DIRTY_CONSTBUF (1 << 13)
-#define VC5_DIRTY_VTXSTATE (1 << 14)
-#define VC5_DIRTY_VTXBUF (1 << 15)
-#define VC5_DIRTY_SCISSOR (1 << 17)
-#define VC5_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
-#define VC5_DIRTY_PRIM_MODE (1 << 19)
-#define VC5_DIRTY_CLIP (1 << 20)
-#define VC5_DIRTY_UNCOMPILED_VS (1 << 21)
-#define VC5_DIRTY_UNCOMPILED_FS (1 << 22)
-#define VC5_DIRTY_COMPILED_CS (1 << 23)
-#define VC5_DIRTY_COMPILED_VS (1 << 24)
-#define VC5_DIRTY_COMPILED_FS (1 << 25)
-#define VC5_DIRTY_FS_INPUTS (1 << 26)
-#define VC5_DIRTY_STREAMOUT (1 << 27)
-#define VC5_DIRTY_OQ (1 << 28)
-#define VC5_DIRTY_CENTROID_FLAGS (1 << 29)
-#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1 << 30)
-#define VC5_DIRTY_SSBO (1 << 31)
+#define VC5_DIRTY_BLEND (1ull << 0)
+#define VC5_DIRTY_RASTERIZER (1ull << 1)
+#define VC5_DIRTY_ZSA (1ull << 2)
+#define VC5_DIRTY_COMPTEX (1ull << 3)
+#define VC5_DIRTY_VERTTEX (1ull << 4)
+#define VC5_DIRTY_FRAGTEX (1ull << 5)
+
+#define VC5_DIRTY_SHADER_IMAGE (1ull << 9)
+#define VC5_DIRTY_BLEND_COLOR (1ull << 10)
+#define VC5_DIRTY_STENCIL_REF (1ull << 11)
+#define VC5_DIRTY_SAMPLE_STATE (1ull << 12)
+#define VC5_DIRTY_FRAMEBUFFER (1ull << 13)
+#define VC5_DIRTY_STIPPLE (1ull << 14)
+#define VC5_DIRTY_VIEWPORT (1ull << 15)
+#define VC5_DIRTY_CONSTBUF (1ull << 16)
+#define VC5_DIRTY_VTXSTATE (1ull << 17)
+#define VC5_DIRTY_VTXBUF (1ull << 18)
+#define VC5_DIRTY_SCISSOR (1ull << 19)
+#define VC5_DIRTY_FLAT_SHADE_FLAGS (1ull << 20)
+#define VC5_DIRTY_PRIM_MODE (1ull << 21)
+#define VC5_DIRTY_CLIP (1ull << 22)
+#define VC5_DIRTY_UNCOMPILED_CS (1ull << 23)
+#define VC5_DIRTY_UNCOMPILED_VS (1ull << 24)
+#define VC5_DIRTY_UNCOMPILED_FS (1ull << 25)
+
+#define VC5_DIRTY_COMPILED_CS (1ull << 29)
+#define VC5_DIRTY_COMPILED_VS (1ull << 30)
+#define VC5_DIRTY_COMPILED_FS (1ull << 31)
+
+#define VC5_DIRTY_FS_INPUTS (1ull << 35)
+#define VC5_DIRTY_STREAMOUT (1ull << 36)
+#define VC5_DIRTY_OQ (1ull << 37)
+#define VC5_DIRTY_CENTROID_FLAGS (1ull << 38)
+#define VC5_DIRTY_NOPERSPECTIVE_FLAGS (1ull << 39)
+#define VC5_DIRTY_SSBO (1ull << 40)
#define VC5_MAX_FS_INPUTS 64
* uniforms have to be rewritten (and therefore the shader state
* reemitted).
*/
- uint32_t uniform_dirty_bits;
+ uint64_t uniform_dirty_bits;
};
struct v3d_program_stateobj {
struct blitter_context *blitter;
/** bitfield of VC5_DIRTY_* */
- uint32_t dirty;
+ uint64_t dirty;
struct primconvert_context *primconvert;