i965: Support GL_CLAMP natively on Broadwell.
[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 "glsl/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, "number of color buffers",
279 old_key->nr_color_regions, key->nr_color_regions);
280 found |= key_debug(brw, "MRT alpha test or alpha-to-coverage",
281 old_key->replicate_alpha, key->replicate_alpha);
282 found |= key_debug(brw, "rendering to FBO",
283 old_key->render_to_fbo, key->render_to_fbo);
284 found |= key_debug(brw, "fragment color clamping",
285 old_key->clamp_fragment_color, key->clamp_fragment_color);
286 found |= key_debug(brw, "line smoothing",
287 old_key->line_aa, key->line_aa);
288 found |= key_debug(brw, "renderbuffer height",
289 old_key->drawable_height, key->drawable_height);
290 found |= key_debug(brw, "input slots valid",
291 old_key->input_slots_valid, key->input_slots_valid);
292 found |= key_debug(brw, "mrt alpha test function",
293 old_key->alpha_test_func, key->alpha_test_func);
294 found |= key_debug(brw, "mrt alpha test reference value",
295 old_key->alpha_test_ref, key->alpha_test_ref);
296
297 found |= brw_debug_recompile_sampler_key(brw, &old_key->tex, &key->tex);
298
299 if (!found) {
300 perf_debug(" Something else\n");
301 }
302 }
303
304 static uint8_t
305 gen6_gather_workaround(GLenum internalformat)
306 {
307 switch (internalformat) {
308 case GL_R8I: return WA_SIGN | WA_8BIT;
309 case GL_R8UI: return WA_8BIT;
310 case GL_R16I: return WA_SIGN | WA_16BIT;
311 case GL_R16UI: return WA_16BIT;
312 /* note that even though GL_R32I and GL_R32UI have format overrides
313 * in the surface state, there is no shader w/a required */
314 default: return 0;
315 }
316 }
317
318 void
319 brw_populate_sampler_prog_key_data(struct gl_context *ctx,
320 const struct gl_program *prog,
321 unsigned sampler_count,
322 struct brw_sampler_prog_key_data *key)
323 {
324 struct brw_context *brw = brw_context(ctx);
325
326 for (int s = 0; s < sampler_count; s++) {
327 key->swizzles[s] = SWIZZLE_NOOP;
328
329 if (!(prog->SamplersUsed & (1 << s)))
330 continue;
331
332 int unit_id = prog->SamplerUnits[s];
333 const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id];
334
335 if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) {
336 const struct gl_texture_object *t = unit->_Current;
337 const struct gl_texture_image *img = t->Image[0][t->BaseLevel];
338 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id);
339
340 const bool alpha_depth = t->DepthMode == GL_ALPHA &&
341 (img->_BaseFormat == GL_DEPTH_COMPONENT ||
342 img->_BaseFormat == GL_DEPTH_STENCIL);
343
344 /* Haswell handles texture swizzling as surface format overrides
345 * (except for GL_ALPHA); all other platforms need MOVs in the shader.
346 */
347 if (alpha_depth || (brw->gen < 8 && !brw->is_haswell))
348 key->swizzles[s] = brw_get_texture_swizzle(ctx, t);
349
350 if (brw->gen < 8 &&
351 sampler->MinFilter != GL_NEAREST &&
352 sampler->MagFilter != GL_NEAREST) {
353 if (sampler->WrapS == GL_CLAMP)
354 key->gl_clamp_mask[0] |= 1 << s;
355 if (sampler->WrapT == GL_CLAMP)
356 key->gl_clamp_mask[1] |= 1 << s;
357 if (sampler->WrapR == GL_CLAMP)
358 key->gl_clamp_mask[2] |= 1 << s;
359 }
360
361 /* gather4's channel select for green from RG32F is broken;
362 * requires a shader w/a on IVB; fixable with just SCS on HSW. */
363 if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) {
364 if (img->InternalFormat == GL_RG32F)
365 key->gather_channel_quirk_mask |= 1 << s;
366 }
367
368 /* Gen6's gather4 is broken for UINT/SINT; we treat them as
369 * UNORM/FLOAT instead and fix it in the shader.
370 */
371 if (brw->gen == 6 && prog->UsesGather) {
372 key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat);
373 }
374
375 /* If this is a multisample sampler, and uses the CMS MSAA layout,
376 * then we need to emit slightly different code to first sample the
377 * MCS surface.
378 */
379 struct intel_texture_object *intel_tex =
380 intel_texture_object((struct gl_texture_object *)t);
381
382 if (brw->gen >= 7 &&
383 intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) {
384 key->compressed_multisample_layout_mask |= 1 << s;
385 }
386 }
387 }
388 }
389
390 static void brw_wm_populate_key( struct brw_context *brw,
391 struct brw_wm_prog_key *key )
392 {
393 struct gl_context *ctx = &brw->ctx;
394 /* BRW_NEW_FRAGMENT_PROGRAM */
395 const struct brw_fragment_program *fp =
396 (struct brw_fragment_program *)brw->fragment_program;
397 const struct gl_program *prog = (struct gl_program *) brw->fragment_program;
398 GLuint lookup = 0;
399 GLuint line_aa;
400 bool program_uses_dfdy = fp->program.UsesDFdy;
401 bool multisample_fbo = ctx->DrawBuffer->Visual.samples > 1;
402
403 memset(key, 0, sizeof(*key));
404
405 /* Build the index for table lookup
406 */
407 if (brw->gen < 6) {
408 /* _NEW_COLOR */
409 if (fp->program.UsesKill || ctx->Color.AlphaEnabled)
410 lookup |= IZ_PS_KILL_ALPHATEST_BIT;
411
412 if (fp->program.Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH))
413 lookup |= IZ_PS_COMPUTES_DEPTH_BIT;
414
415 /* _NEW_DEPTH */
416 if (ctx->Depth.Test)
417 lookup |= IZ_DEPTH_TEST_ENABLE_BIT;
418
419 if (ctx->Depth.Test && ctx->Depth.Mask) /* ?? */
420 lookup |= IZ_DEPTH_WRITE_ENABLE_BIT;
421
422 /* _NEW_STENCIL | _NEW_BUFFERS */
423 if (ctx->Stencil._Enabled) {
424 lookup |= IZ_STENCIL_TEST_ENABLE_BIT;
425
426 if (ctx->Stencil.WriteMask[0] ||
427 ctx->Stencil.WriteMask[ctx->Stencil._BackFace])
428 lookup |= IZ_STENCIL_WRITE_ENABLE_BIT;
429 }
430 key->iz_lookup = lookup;
431 }
432
433 line_aa = AA_NEVER;
434
435 /* _NEW_LINE, _NEW_POLYGON, BRW_NEW_REDUCED_PRIMITIVE */
436 if (ctx->Line.SmoothFlag) {
437 if (brw->reduced_primitive == GL_LINES) {
438 line_aa = AA_ALWAYS;
439 }
440 else if (brw->reduced_primitive == GL_TRIANGLES) {
441 if (ctx->Polygon.FrontMode == GL_LINE) {
442 line_aa = AA_SOMETIMES;
443
444 if (ctx->Polygon.BackMode == GL_LINE ||
445 (ctx->Polygon.CullFlag &&
446 ctx->Polygon.CullFaceMode == GL_BACK))
447 line_aa = AA_ALWAYS;
448 }
449 else if (ctx->Polygon.BackMode == GL_LINE) {
450 line_aa = AA_SOMETIMES;
451
452 if ((ctx->Polygon.CullFlag &&
453 ctx->Polygon.CullFaceMode == GL_FRONT))
454 line_aa = AA_ALWAYS;
455 }
456 }
457 }
458
459 key->line_aa = line_aa;
460
461 /* _NEW_HINT */
462 if (brw->disable_derivative_optimization) {
463 key->high_quality_derivatives =
464 ctx->Hint.FragmentShaderDerivative != GL_FASTEST;
465 } else {
466 key->high_quality_derivatives =
467 ctx->Hint.FragmentShaderDerivative == GL_NICEST;
468 }
469
470 if (brw->gen < 6)
471 key->stats_wm = brw->stats_wm;
472
473 /* _NEW_LIGHT */
474 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT);
475
476 /* _NEW_FRAG_CLAMP | _NEW_BUFFERS */
477 key->clamp_fragment_color = ctx->Color._ClampFragmentColor;
478
479 /* _NEW_TEXTURE */
480 brw_populate_sampler_prog_key_data(ctx, prog, brw->wm.base.sampler_count,
481 &key->tex);
482
483 /* _NEW_BUFFERS */
484 /*
485 * Include the draw buffer origin and height so that we can calculate
486 * fragment position values relative to the bottom left of the drawable,
487 * from the incoming screen origin relative position we get as part of our
488 * payload.
489 *
490 * This is only needed for the WM_WPOSXY opcode when the fragment program
491 * uses the gl_FragCoord input.
492 *
493 * We could avoid recompiling by including this as a constant referenced by
494 * our program, but if we were to do that it would also be nice to handle
495 * getting that constant updated at batchbuffer submit time (when we
496 * hold the lock and know where the buffer really is) rather than at emit
497 * time when we don't hold the lock and are just guessing. We could also
498 * just avoid using this as key data if the program doesn't use
499 * fragment.position.
500 *
501 * For DRI2 the origin_x/y will always be (0,0) but we still need the
502 * drawable height in order to invert the Y axis.
503 */
504 if (fp->program.Base.InputsRead & VARYING_BIT_POS) {
505 key->drawable_height = ctx->DrawBuffer->Height;
506 }
507
508 if ((fp->program.Base.InputsRead & VARYING_BIT_POS) || program_uses_dfdy) {
509 key->render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
510 }
511
512 /* _NEW_BUFFERS */
513 key->nr_color_regions = ctx->DrawBuffer->_NumColorDrawBuffers;
514
515 /* _NEW_MULTISAMPLE, _NEW_COLOR, _NEW_BUFFERS */
516 key->replicate_alpha = ctx->DrawBuffer->_NumColorDrawBuffers > 1 &&
517 (ctx->Multisample.SampleAlphaToCoverage || ctx->Color.AlphaEnabled);
518
519 /* _NEW_BUFFERS _NEW_MULTISAMPLE */
520 /* Ignore sample qualifier while computing this flag. */
521 key->persample_shading =
522 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, true) > 1;
523
524 key->compute_pos_offset =
525 _mesa_get_min_invocations_per_fragment(ctx, &fp->program, false) > 1 &&
526 fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_POS;
527
528 key->compute_sample_id =
529 multisample_fbo &&
530 ctx->Multisample.Enabled &&
531 (fp->program.Base.SystemValuesRead & SYSTEM_BIT_SAMPLE_ID);
532
533 /* BRW_NEW_VUE_MAP_GEOM_OUT */
534 if (brw->gen < 6 || _mesa_bitcount_64(fp->program.Base.InputsRead &
535 BRW_FS_VARYING_INPUT_MASK) > 16)
536 key->input_slots_valid = brw->vue_map_geom_out.slots_valid;
537
538
539 /* _NEW_COLOR | _NEW_BUFFERS */
540 /* Pre-gen6, the hardware alpha test always used each render
541 * target's alpha to do alpha test, as opposed to render target 0's alpha
542 * like GL requires. Fix that by building the alpha test into the
543 * shader, and we'll skip enabling the fixed function alpha test.
544 */
545 if (brw->gen < 6 && ctx->DrawBuffer->_NumColorDrawBuffers > 1 && ctx->Color.AlphaEnabled) {
546 key->alpha_test_func = ctx->Color.AlphaFunc;
547 key->alpha_test_ref = ctx->Color.AlphaRef;
548 }
549
550 /* The unique fragment program ID */
551 key->program_string_id = fp->id;
552 }
553
554
555 static void
556 brw_upload_wm_prog(struct brw_context *brw)
557 {
558 struct gl_context *ctx = &brw->ctx;
559 struct brw_wm_prog_key key;
560 struct brw_fragment_program *fp = (struct brw_fragment_program *)
561 brw->fragment_program;
562
563 brw_wm_populate_key(brw, &key);
564
565 if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
566 &key, sizeof(key),
567 &brw->wm.base.prog_offset, &brw->wm.prog_data)) {
568 bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp,
569 &key);
570 (void) success;
571 assert(success);
572 }
573 brw->wm.base.prog_data = &brw->wm.prog_data->base;
574 }
575
576
577 const struct brw_tracked_state brw_wm_prog = {
578 .dirty = {
579 .mesa = (_NEW_COLOR |
580 _NEW_DEPTH |
581 _NEW_STENCIL |
582 _NEW_POLYGON |
583 _NEW_LINE |
584 _NEW_HINT |
585 _NEW_LIGHT |
586 _NEW_FRAG_CLAMP |
587 _NEW_BUFFERS |
588 _NEW_TEXTURE |
589 _NEW_MULTISAMPLE),
590 .brw = (BRW_NEW_FRAGMENT_PROGRAM |
591 BRW_NEW_REDUCED_PRIMITIVE |
592 BRW_NEW_VUE_MAP_GEOM_OUT |
593 BRW_NEW_STATS_WM)
594 },
595 .emit = brw_upload_wm_prog
596 };
597