util: Move ralloc to a new src/util directory.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_wm.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics to
4 develop this 3D driver.
5
6 Permission is hereby granted, free of charge, to any person obtaining
7 a copy of this software and associated documentation files (the
8 "Software"), to deal in the Software without restriction, including
9 without limitation the rights to use, copy, modify, merge, publish,
10 distribute, sublicense, and/or sell copies of the Software, and to
11 permit persons to whom the Software is furnished to do so, subject to
12 the following conditions:
13
14 The above copyright notice and this permission notice (including the
15 next paragraph) shall be included in all copies or substantial
16 portions of the Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keithw@vmware.com>
30 */
31
32 #include "brw_context.h"
33 #include "brw_wm.h"
34 #include "brw_state.h"
35 #include "main/enums.h"
36 #include "main/formats.h"
37 #include "main/fbobject.h"
38 #include "main/samplerobj.h"
39 #include "program/prog_parameter.h"
40 #include "program/program.h"
41 #include "intel_mipmap_tree.h"
42
43 #include "util/ralloc.h"
44
45 /**
46 * Return a bitfield where bit n is set if barycentric interpolation mode n
47 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader.
48 */
49 static unsigned
50 brw_compute_barycentric_interp_modes(struct brw_context *brw,
51 bool shade_model_flat,
52 bool persample_shading,
53 const struct gl_fragment_program *fprog)
54 {
55 unsigned barycentric_interp_modes = 0;
56 int attr;
57
58 /* Loop through all fragment shader inputs to figure out what interpolation
59 * modes are in use, and set the appropriate bits in
60 * barycentric_interp_modes.
61 */
62 for (attr = 0; attr < VARYING_SLOT_MAX; ++attr) {
63 enum glsl_interp_qualifier interp_qualifier =
64 fprog->InterpQualifier[attr];
65 bool is_centroid = (fprog->IsCentroid & BITFIELD64_BIT(attr)) &&
66 !persample_shading;
67 bool is_sample = (fprog->IsSample & BITFIELD64_BIT(attr)) ||
68 persample_shading;
69 bool is_gl_Color = attr == VARYING_SLOT_COL0 || attr == VARYING_SLOT_COL1;
70
71 /* Ignore unused inputs. */
72 if (!(fprog->Base.InputsRead & BITFIELD64_BIT(attr)))
73 continue;
74
75 /* Ignore WPOS and FACE, because they don't require interpolation. */
76 if (attr == VARYING_SLOT_POS || attr == VARYING_SLOT_FACE)
77 continue;
78
79 /* Determine the set (or sets) of barycentric coordinates needed to
80 * interpolate this variable. Note that when
81 * brw->needs_unlit_centroid_workaround is set, centroid interpolation
82 * uses PIXEL interpolation for unlit pixels and CENTROID interpolation
83 * for lit pixels, so we need both sets of barycentric coordinates.
84 */
85 if (interp_qualifier == INTERP_QUALIFIER_NOPERSPECTIVE) {
86 if (is_centroid) {
87 barycentric_interp_modes |=
88 1 << BRW_WM_NONPERSPECTIVE_CENTROID_BARYCENTRIC;
89 } else if (is_sample) {
90 barycentric_interp_modes |=
91 1 << BRW_WM_NONPERSPECTIVE_SAMPLE_BARYCENTRIC;
92 }
93 if ((!is_centroid && !is_sample) ||
94 brw->needs_unlit_centroid_workaround) {
95 barycentric_interp_modes |=
96 1 << BRW_WM_NONPERSPECTIVE_PIXEL_BARYCENTRIC;
97 }
98 } else if (interp_qualifier == INTERP_QUALIFIER_SMOOTH ||
99 (!(shade_model_flat && is_gl_Color) &&
100 interp_qualifier == INTERP_QUALIFIER_NONE)) {
101 if (is_centroid) {
102 barycentric_interp_modes |=
103 1 << BRW_WM_PERSPECTIVE_CENTROID_BARYCENTRIC;
104 } else if (is_sample) {
105 barycentric_interp_modes |=
106 1 << BRW_WM_PERSPECTIVE_SAMPLE_BARYCENTRIC;
107 }
108 if ((!is_centroid && !is_sample) ||
109 brw->needs_unlit_centroid_workaround) {
110 barycentric_interp_modes |=
111 1 << BRW_WM_PERSPECTIVE_PIXEL_BARYCENTRIC;
112 }
113 }
114 }
115
116 return barycentric_interp_modes;
117 }
118
119 bool
120 brw_wm_prog_data_compare(const void *in_a, const void *in_b)
121 {
122 const struct brw_wm_prog_data *a = in_a;
123 const struct brw_wm_prog_data *b = in_b;
124
125 /* Compare the base structure. */
126 if (!brw_stage_prog_data_compare(&a->base, &b->base))
127 return false;
128
129 /* Compare the rest of the structure. */
130 const unsigned offset = sizeof(struct brw_stage_prog_data);
131 if (memcmp(((char *) a) + offset, ((char *) b) + offset,
132 sizeof(struct brw_wm_prog_data) - offset))
133 return false;
134
135 return true;
136 }
137
138 /**
139 * All Mesa program -> GPU code generation goes through this function.
140 * Depending on the instructions used (i.e. flow control instructions)
141 * we'll use one of two code generators.
142 */
143 bool do_wm_prog(struct brw_context *brw,
144 struct gl_shader_program *prog,
145 struct brw_fragment_program *fp,
146 struct brw_wm_prog_key *key)
147 {
148 struct gl_context *ctx = &brw->ctx;
149 void *mem_ctx = ralloc_context(NULL);
150 struct brw_wm_prog_data prog_data;
151 const GLuint *program;
152 struct gl_shader *fs = NULL;
153 GLuint program_size;
154
155 if (prog)
156 fs = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
157
158 memset(&prog_data, 0, sizeof(prog_data));
159
160 /* Allocate the references to the uniforms that will end up in the
161 * prog_data associated with the compiled program, and which will be freed
162 * by the state cache.
163 */
164 int param_count;
165 if (fs) {
166 param_count = fs->num_uniform_components;
167 } else {
168 param_count = fp->program.Base.Parameters->NumParameters * 4;
169 }
170 /* The backend also sometimes adds params for texture size. */
171 param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
172 prog_data.base.param = rzalloc_array(NULL, const float *, param_count);
173 prog_data.base.pull_param =
174 rzalloc_array(NULL, const float *, param_count);
175 prog_data.base.nr_params = param_count;
176
177 prog_data.barycentric_interp_modes =
178 brw_compute_barycentric_interp_modes(brw, key->flat_shade,
179 key->persample_shading,
180 &fp->program);
181
182 program = brw_wm_fs_emit(brw, mem_ctx, key, &prog_data,
183 &fp->program, prog, &program_size);
184 if (program == NULL) {
185 ralloc_free(mem_ctx);
186 return false;
187 }
188
189 if (prog_data.total_scratch) {
190 brw_get_scratch_bo(brw, &brw->wm.base.scratch_bo,
191 prog_data.total_scratch * brw->max_wm_threads);
192 }
193
194 if (unlikely(INTEL_DEBUG & DEBUG_WM))
195 fprintf(stderr, "\n");
196
197 brw_upload_cache(&brw->cache, BRW_WM_PROG,
198 key, sizeof(struct brw_wm_prog_key),
199 program, program_size,
200 &prog_data, sizeof(prog_data),
201 &brw->wm.base.prog_offset, &brw->wm.prog_data);
202
203 ralloc_free(mem_ctx);
204
205 return true;
206 }
207
208 static bool
209 key_debug(struct brw_context *brw, const char *name, int a, int b)
210 {
211 if (a != b) {
212 perf_debug(" %s %d->%d\n", name, a, b);
213 return true;
214 } else {
215 return false;
216 }
217 }
218
219 bool
220 brw_debug_recompile_sampler_key(struct brw_context *brw,
221 const struct brw_sampler_prog_key_data *old_key,
222 const struct brw_sampler_prog_key_data *key)
223 {
224 bool found = false;
225
226 for (unsigned int i = 0; i < MAX_SAMPLERS; i++) {
227 found |= key_debug(brw, "EXT_texture_swizzle or DEPTH_TEXTURE_MODE",
228 old_key->swizzles[i], key->swizzles[i]);
229 }
230 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 1st coordinate",
231 old_key->gl_clamp_mask[0], key->gl_clamp_mask[0]);
232 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 2nd coordinate",
233 old_key->gl_clamp_mask[1], key->gl_clamp_mask[1]);
234 found |= key_debug(brw, "GL_CLAMP enabled on any texture unit's 3rd coordinate",
235 old_key->gl_clamp_mask[2], key->gl_clamp_mask[2]);
236 found |= key_debug(brw, "gather channel quirk on any texture unit",
237 old_key->gather_channel_quirk_mask, key->gather_channel_quirk_mask);
238
239 return found;
240 }
241
242 void
243 brw_wm_debug_recompile(struct brw_context *brw,
244 struct gl_shader_program *prog,
245 const struct brw_wm_prog_key *key)
246 {
247 struct brw_cache_item *c = NULL;
248 const struct brw_wm_prog_key *old_key = NULL;
249 bool found = false;
250
251 perf_debug("Recompiling fragment shader for program %d\n", prog->Name);
252
253 for (unsigned int i = 0; i < brw->cache.size; i++) {
254 for (c = brw->cache.items[i]; c; c = c->next) {
255 if (c->cache_id == BRW_WM_PROG) {
256 old_key = c->key;
257
258 if (old_key->program_string_id == key->program_string_id)
259 break;
260 }
261 }
262 if (c)
263 break;
264 }
265
266 if (!c) {
267 perf_debug(" Didn't find previous compile in the shader cache for debug\n");
268 return;
269 }
270
271 found |= key_debug(brw, "alphatest, computed depth, depth test, or "
272 "depth write",
273 old_key->iz_lookup, key->iz_lookup);
274 found |= key_debug(brw, "depth statistics",
275 old_key->stats_wm, key->stats_wm);
276 found |= key_debug(brw, "flat shading",
277 old_key->flat_shade, key->flat_shade);
278 found |= key_debug(brw, "per-sample shading",
279 old_key->persample_shading, key->persample_shading);
280 found |= key_debug(brw, "per-sample shading and 2x MSAA",
281 old_key->persample_2x, key->persample_2x);
282 found |= key_debug(brw, "number of color buffers",
283 old_key->nr_color_regions, key->nr_color_regions);
284 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
285 old_key->replicate_alpha, key->replicate_alpha);
286 found |= key_debug(brw, "rendering to FBO",
287 old_key->render_to_fbo, key->render_to_fbo);
288 found |= key_debug(brw, "fragment color clamping",
289 old_key->clamp_fragment_color, key->clamp_fragment_color);
290 found |= key_debug(brw, "line smoothing",
291 old_key->line_aa, key->line_aa);
292 found |= key_debug(brw, "renderbuffer height",
293 old_key->drawable_height, key->drawable_height);
294 found |= key_debug(brw, "input slots valid",
295 old_key->input_slots_valid, key->input_slots_valid);
296 found |= key_debug(brw, "mrt alpha test function",
297 old_key->alpha_test_func, key->alpha_test_func);
298 found |= key_debug(brw, "mrt alpha test reference value",
299 old_key->alpha_test_ref, key->alpha_test_ref);
300
301 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
302
303 if (!found) {
304 perf_debug(" Something else\n");
305 }
306 }
307
308 static uint8_t
309 gen6_gather_workaround(GLenum internalformat)
310 {
311 switch (internalformat) {
312 case GL_R8I: return WA_SIGN | WA_8BIT;
313 case GL_R8UI: return WA_8BIT;
314 case GL_R16I: return WA_SIGN | WA_16BIT;
315 case GL_R16UI: return WA_16BIT;
316 /* note that even though GL_R32I and GL_R32UI have format overrides
317 * in the surface state, there is no shader w/a required */
318 default: return 0;
319 }
320 }
321
322 void
323 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
324 const struct gl_program *prog,
325 unsigned sampler_count,
326 struct brw_sampler_prog_key_data *key)
327 {
328 struct brw_context *brw = brw_context(ctx);
329
330 for (int s = 0; s < sampler_count; s++) {
331 key->swizzles[s] = SWIZZLE_NOOP;
332
333 if (!(prog->SamplersUsed & (1 << s)))
334 continue;
335
336 int unit_id = prog->SamplerUnits[s];
337 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
338
339 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
340 const struct gl_texture_object *t = unit->_Current;
341 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
342 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
343
344 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
345 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
346 img->_BaseFormat == GL_DEPTH_STENCIL);
347
348 /* Haswell handles texture swizzling as surface format overrides
349 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
350 */
351 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
352 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
353
354 if (brw->gen < 8 &&
355 sampler->MinFilter != GL_NEAREST &&
356 sampler->MagFilter != GL_NEAREST) {
357 if (sampler->WrapS == GL_CLAMP)
358 key->gl_clamp_mask[0] |= 1 << s;
359 if (sampler->WrapT == GL_CLAMP)
360 key->gl_clamp_mask[1] |= 1 << s;
361 if (sampler->WrapR == GL_CLAMP)
362 key->gl_clamp_mask[2] |= 1 << s;
363 }
364
365 /* gather4's channel select for green from RG32F is broken;
366 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
367 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
368 if (img->InternalFormat == GL_RG32F)
369 key->gather_channel_quirk_mask |= 1 << s;
370 }
371
372 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
373 * UNORM/FLOAT instead and fix it in the shader.
374 */
375 if (brw->gen == 6 && prog->UsesGather) {
376 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
377 }
378
379 /* If this is a multisample sampler, and uses the CMS MSAA layout,
380 * then we need to emit slightly different code to first sample the
381 * MCS surface.
382 */
383 struct intel_texture_object *intel_tex =
384 intel_texture_object((struct gl_texture_object *)t);
385
386 if (brw->gen >= 7 &&
387 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
388 key->compressed_multisample_layout_mask |= 1 << s;
389 }
390 }
391 }
392 }
393
394 static void brw_wm_populate_key( struct brw_context *brw,
395 struct brw_wm_prog_key *key )
396 {
397 struct gl_context *ctx = &brw->ctx;
398 /* BRW_NEW_FRAGMENT_PROGRAM */
399 const struct brw_fragment_program *fp =
400 (struct brw_fragment_program *)brw->fragment_program;
401 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
402 GLuint lookup = 0;
403 GLuint line_aa;
404 bool program_uses_dfdy = fp->program.UsesDFdy;
405 bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
406
407 memset(key, 0, sizeof(*key));
408
409 /* Build the index for table lookup
410 */
411 if (brw->gen < 6) {
412 /* _NEW_COLOR */
413 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
414 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
415
416 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
417 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
418
419 /* _NEW_DEPTH */
420 if (ctx->Depth.Test)
421 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
422
423 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
424 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
425
426 /* _NEW_STENCIL | _NEW_BUFFERS */
427 if (ctx->Stencil._Enabled) {
428 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
429
430 if (ctx->Stencil.WriteMask[0] ||
431 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
432 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
433 }
434 key->iz_lookup = lookup;
435 }
436
437 line_aa = AA_NEVER;
438
439 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
440 if (ctx->Line.SmoothFlag) {
441 if (brw->reduced_primitive == GL_LINES) {
442 line_aa = AA_ALWAYS;
443 }
444 else if (brw->reduced_primitive == GL_TRIANGLES) {
445 if (ctx->Polygon.FrontMode == GL_LINE) {
446 line_aa = AA_SOMETIMES;
447
448 if (ctx->Polygon.BackMode == GL_LINE ||
449 (ctx->Polygon.CullFlag &&
450 ctx->Polygon.CullFaceMode == GL_BACK))
451 line_aa = AA_ALWAYS;
452 }
453 else if (ctx->Polygon.BackMode == GL_LINE) {
454 line_aa = AA_SOMETIMES;
455
456 if ((ctx->Polygon.CullFlag &&
457 ctx->Polygon.CullFaceMode == GL_FRONT))
458 line_aa = AA_ALWAYS;
459 }
460 }
461 }
462
463 key->line_aa = line_aa;
464
465 /* _NEW_HINT */
466 if (brw->disable_derivative_optimization) {
467 key->high_quality_derivatives =
468 ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
469 } else {
470 key->high_quality_derivatives =
471 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
472 }
473
474 if (brw->gen < 6)
475 key->stats_wm = brw->stats_wm;
476
477 /* _NEW_LIGHT */
478 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
479
480 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
481 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
482
483 /* _NEW_TEXTURE */
484 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
485 &key->tex);
486
487 /* _NEW_BUFFERS */
488 /*
489 * Include the draw buffer origin and height so that we can calculate
490 * fragment position values relative to the bottom left of the drawable,
491 * from the incoming screen origin relative position we get as part of our
492 * payload.
493 *
494 * This is only needed for the WM_WPOSXY opcode when the fragment program
495 * uses the gl_FragCoord input.
496 *
497 * We could avoid recompiling by including this as a constant referenced by
498 * our program, but if we were to do that it would also be nice to handle
499 * getting that constant updated at batchbuffer submit time (when we
500 * hold the lock and know where the buffer really is) rather than at emit
501 * time when we don't hold the lock and are just guessing. We could also
502 * just avoid using this as key data if the program doesn't use
503 * fragment.position.
504 *
505 * For DRI2 the origin_x/y will always be (0,0) but we still need the
506 * drawable height in order to invert the Y axis.
507 */
508 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
509 key->drawable_height = ctx->DrawBuffer->Height;
510 }
511
512 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
513 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
514 }
515
516 /* _NEW_BUFFERS */
517 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
518
519 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
520 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
521 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
522
523 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
524 /* Ignore sample qualifier while computing this flag. */
525 key->persample_shading =
526 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
527 if (key->persample_shading)
528 key->persample_2x = ctx->DrawBuffer->Visual.samples == 2;
529
530 key->compute_pos_offset =
531 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
532 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
533
534 key->compute_sample_id =
535 multisample_fbo &&
536 ctx->Multisample.Enabled &&
537 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
538
539 /* BRW_NEW_VUE_MAP_GEOM_OUT */
540 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
541 BRW_FS_VARYING_INPUT_MASK) > 16)
542 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
543
544
545 /* _NEW_COLOR | _NEW_BUFFERS */
546 /* Pre-gen6, the hardware alpha test always used each render
547 * target's alpha to do alpha test, as opposed to render target 0's alpha
548 * like GL requires. Fix that by building the alpha test into the
549 * shader, and we'll skip enabling the fixed function alpha test.
550 */
551 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
552 key->alpha_test_func = ctx->Color.AlphaFunc;
553 key->alpha_test_ref = ctx->Color.AlphaRef;
554 }
555
556 /* The unique fragment program ID */
557 key->program_string_id = fp->id;
558 }
559
560
561 static void
562 brw_upload_wm_prog(struct brw_context *brw)
563 {
564 struct gl_context *ctx = &brw->ctx;
565 struct brw_wm_prog_key key;
566 struct brw_fragment_program *fp = (struct brw_fragment_program *)
567 brw->fragment_program;
568
569 brw_wm_populate_key(brw, &key);
570
571 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
572 &key, sizeof(key),
573 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
574 bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp,
575 &key);
576 (void) success;
577 assert(success);
578 }
579 brw->wm.base.prog_data = &brw->wm.prog_data->base;
580 }
581
582
583 const struct brw_tracked_state brw_wm_prog = {
584 .dirty = {
585 .mesa = (_NEW_COLOR |
586 _NEW_DEPTH |
587 _NEW_STENCIL |
588 _NEW_POLYGON |
589 _NEW_LINE |
590 _NEW_HINT |
591 _NEW_LIGHT |
592 _NEW_FRAG_CLAMP |
593 _NEW_BUFFERS |
594 _NEW_TEXTURE |
595 _NEW_MULTISAMPLE),
596 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
597 BRW_NEW_REDUCED_PRIMITIVE |
598 BRW_NEW_VUE_MAP_GEOM_OUT |
599 BRW_NEW_STATS_WM)
600 },
601 .emit = brw_upload_wm_prog
602 };
603