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i965: Create a macro for checking a dirty bit.
This will make it easier to extend dirty bit handling to support compute shaders. Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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2 changed files with 7 additions and 1 deletions
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@ -259,6 +259,12 @@ struct brw_state_flags {
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} while (false)
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/**
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* Check one of the bits in a field of brw_state_flags.
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*/
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#define CHECK_DIRTY_BIT(FIELD, FLAG) ((brw->state.dirty.FIELD & (FLAG)) != 0)
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/** Subclass of Mesa vertex program */
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struct brw_vertex_program {
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struct gl_vertex_program program;
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@ -272,7 +272,7 @@ brw_upload_gs_prog(struct brw_context *brw)
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if (gp == NULL) {
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/* No geometry shader. Vertex data just passes straight through. */
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if (brw->state.dirty.brw & BRW_NEW_VUE_MAP_VS) {
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if (CHECK_DIRTY_BIT(brw, BRW_NEW_VUE_MAP_VS)) {
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brw->vue_map_geom_out = brw->vue_map_vs;
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SET_DIRTY_BIT(brw, BRW_NEW_VUE_MAP_GEOM_OUT);
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}
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