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iris: WM.
I could have added a dirty bit for this, but it doesn't seem worth it
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1 changed files with 19 additions and 1 deletions
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@ -1497,7 +1497,25 @@ iris_upload_render_state(struct iris_context *ice,
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struct iris_rasterizer_state *cso = ice->state.cso_rast;
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struct iris_rasterizer_state *cso = ice->state.cso_rast;
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iris_batch_emit(batch, cso->raster, sizeof(cso->raster));
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iris_batch_emit(batch, cso->raster, sizeof(cso->raster));
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iris_batch_emit(batch, cso->sf, sizeof(cso->sf));
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iris_batch_emit(batch, cso->sf, sizeof(cso->sf));
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// XXX: 3DSTATE_WM
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}
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if (dirty & (IRIS_DIRTY_RASTER | IRIS_DIRTY_FS)) {
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struct iris_rasterizer_state *cso = ice->state.cso_rast;
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struct brw_wm_prog_data *wm_prog_data = (void *)
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ice->shaders.prog[MESA_SHADER_FRAGMENT]->prog_data;
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uint32_t dynamic_wm[GENX(3DSTATE_WM_length)];
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iris_pack_command(GENX(3DSTATE_WM), &dynamic_wm, wm) {
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wm.BarycentricInterpolationMode =
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wm_prog_data->barycentric_interp_modes;
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if (wm_prog_data->early_fragment_tests)
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wm.EarlyDepthStencilControl = EDSC_PREPS;
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else if (wm_prog_data->has_side_effects)
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wm.EarlyDepthStencilControl = EDSC_PSEXEC;
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}
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iris_emit_merge(batch, cso->wm, dynamic_wm, ARRAY_SIZE(cso->wm));
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}
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}
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// XXX: SBE, SBE_SWIZ
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// XXX: SBE, SBE_SWIZ
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