anv/pipeline: Unify 3DSTATE_PS emission
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This commit is contained in:
@@ -44,9 +44,6 @@ genX(graphics_pipeline_create)(
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{
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ANV_FROM_HANDLE(anv_device, device, _device);
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ANV_FROM_HANDLE(anv_render_pass, pass, pCreateInfo->renderPass);
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const struct anv_physical_device *physical_device =
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&device->instance->physicalDevice;
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const struct gen_device_info *devinfo = &physical_device->info;
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struct anv_subpass *subpass = &pass->subpasses[pCreateInfo->subpass];
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struct anv_pipeline *pipeline;
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VkResult result;
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@@ -107,6 +104,7 @@ genX(graphics_pipeline_create)(
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emit_3dstate_vs(pipeline);
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emit_3dstate_gs(pipeline);
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emit_3dstate_sbe(pipeline);
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emit_3dstate_ps(pipeline);
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if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_WM), wm) {
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@@ -117,16 +115,7 @@ genX(graphics_pipeline_create)(
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wm.EarlyDepthStencilControl = EDSC_NORMAL;
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wm.PointRasterizationRule = RASTRULE_UPPER_RIGHT;
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}
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/* Even if no fragments are ever dispatched, the hardware hangs if we
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* don't at least set the maximum number of threads.
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*/
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) {
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ps.MaximumNumberofThreads = devinfo->max_wm_threads - 1;
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}
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} else {
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const struct anv_shader_bin *fs_bin =
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pipeline->shaders[MESA_SHADER_FRAGMENT];
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const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
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if (wm_prog_data->urb_setup[VARYING_SLOT_BFC0] != -1 ||
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@@ -135,53 +124,6 @@ genX(graphics_pipeline_create)(
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if (wm_prog_data->urb_setup[VARYING_SLOT_PRIMITIVE_ID] != -1)
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anv_finishme("primitive_id needs sbe swizzling setup");
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) {
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ps.KernelStartPointer0 = fs_bin->kernel.offset;
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ps.KernelStartPointer1 = 0;
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ps.KernelStartPointer2 = fs_bin->kernel.offset +
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wm_prog_data->prog_offset_2;
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ps.ScratchSpaceBasePointer = (struct anv_address) {
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.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
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MESA_SHADER_FRAGMENT,
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wm_prog_data->base.total_scratch),
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.offset = 0,
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};
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ps.PerThreadScratchSpace = scratch_space(&wm_prog_data->base);
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ps.SamplerCount = get_sampler_count(fs_bin);
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ps.BindingTableEntryCount = get_binding_table_entry_count(fs_bin);
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ps.MaximumNumberofThreads = devinfo->max_wm_threads - 1;
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ps.PushConstantEnable = wm_prog_data->base.nr_params > 0;
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ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0;
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ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask;
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ps.RenderTargetFastClearEnable = false;
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ps.DualSourceBlendEnable = wm_prog_data->dual_src_blend;
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ps.RenderTargetResolveEnable = false;
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ps.PositionXYOffsetSelect = wm_prog_data->uses_pos_offset ?
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POSOFFSET_SAMPLE : POSOFFSET_NONE;
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ps._32PixelDispatchEnable = false;
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ps._16PixelDispatchEnable = wm_prog_data->dispatch_16;
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ps._8PixelDispatchEnable = wm_prog_data->dispatch_8;
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ps.DispatchGRFStartRegisterForConstantSetupData0 =
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wm_prog_data->base.dispatch_grf_start_reg,
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ps.DispatchGRFStartRegisterForConstantSetupData1 = 0,
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ps.DispatchGRFStartRegisterForConstantSetupData2 =
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wm_prog_data->dispatch_grf_start_reg_2;
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/* Haswell requires the sample mask to be set in this packet as well as
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* in 3DSTATE_SAMPLE_MASK; the values should match. */
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/* _NEW_BUFFERS, _NEW_MULTISAMPLE */
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#if GEN_IS_HASWELL
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ps.SampleMask = 0xff;
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#endif
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}
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uint32_t samples = pCreateInfo->pMultisampleState ?
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pCreateInfo->pMultisampleState->rasterizationSamples : 1;
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@@ -112,49 +112,13 @@ genX(graphics_pipeline_create)(
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emit_3dstate_gs(pipeline);
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emit_3dstate_vs(pipeline);
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emit_3dstate_sbe(pipeline);
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emit_3dstate_ps(pipeline);
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const int num_thread_bias = GEN_GEN == 8 ? 2 : 1;
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if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps);
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA), extra) {
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extra.PixelShaderValid = false;
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}
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} else {
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const struct anv_shader_bin *fs_bin =
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pipeline->shaders[MESA_SHADER_FRAGMENT];
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) {
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ps.KernelStartPointer0 = fs_bin->kernel.offset;
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ps.KernelStartPointer1 = 0;
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ps.KernelStartPointer2 = fs_bin->kernel.offset +
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wm_prog_data->prog_offset_2;
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ps._8PixelDispatchEnable = wm_prog_data->dispatch_8;
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ps._16PixelDispatchEnable = wm_prog_data->dispatch_16;
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ps._32PixelDispatchEnable = false;
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ps.SingleProgramFlow = false;
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ps.VectorMaskEnable = true;
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ps.SamplerCount = get_sampler_count(fs_bin);
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ps.BindingTableEntryCount = get_binding_table_entry_count(fs_bin);
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ps.PushConstantEnable = wm_prog_data->base.nr_params > 0;
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ps.PositionXYOffsetSelect = wm_prog_data->uses_pos_offset ?
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POSOFFSET_SAMPLE: POSOFFSET_NONE;
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ps.MaximumNumberofThreadsPerPSD = 64 - num_thread_bias;
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ps.ScratchSpaceBasePointer = (struct anv_address) {
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.bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
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MESA_SHADER_FRAGMENT,
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wm_prog_data->base.total_scratch),
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.offset = 0,
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};
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ps.PerThreadScratchSpace = scratch_space(&wm_prog_data->base);
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ps.DispatchGRFStartRegisterForConstantSetupData0 =
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wm_prog_data->base.dispatch_grf_start_reg;
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ps.DispatchGRFStartRegisterForConstantSetupData1 = 0;
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ps.DispatchGRFStartRegisterForConstantSetupData2 =
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wm_prog_data->dispatch_grf_start_reg_2;
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}
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA), ps) {
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ps.PixelShaderValid = true;
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@@ -455,12 +455,6 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline)
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#endif
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}
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static inline uint32_t
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scratch_space(const struct brw_stage_prog_data *prog_data)
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{
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return ffs(prog_data->total_scratch / 2048);
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}
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static const uint32_t vk_to_gen_cullmode[] = {
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[VK_CULL_MODE_NONE] = CULLMODE_NONE,
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[VK_CULL_MODE_FRONT_BIT] = CULLMODE_FRONT,
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@@ -1134,4 +1128,74 @@ emit_3dstate_gs(struct anv_pipeline *pipeline)
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}
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}
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static void
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emit_3dstate_ps(struct anv_pipeline *pipeline)
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{
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MAYBE_UNUSED const struct gen_device_info *devinfo = &pipeline->device->info;
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const struct anv_shader_bin *fs_bin =
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pipeline->shaders[MESA_SHADER_FRAGMENT];
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if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) {
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#if GEN_GEN == 7
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/* Even if no fragments are ever dispatched, gen7 hardware hangs if
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* we don't at least set the maximum number of threads.
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*/
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ps.MaximumNumberofThreads = devinfo->max_wm_threads - 1;
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#endif
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}
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return;
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}
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const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) {
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ps.KernelStartPointer0 = fs_bin->kernel.offset;
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ps.KernelStartPointer1 = 0;
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ps.KernelStartPointer2 = fs_bin->kernel.offset +
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wm_prog_data->prog_offset_2;
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ps._8PixelDispatchEnable = wm_prog_data->dispatch_8;
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ps._16PixelDispatchEnable = wm_prog_data->dispatch_16;
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ps._32PixelDispatchEnable = false;
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ps.SingleProgramFlow = false;
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ps.VectorMaskEnable = true;
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ps.SamplerCount = get_sampler_count(fs_bin);
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ps.BindingTableEntryCount = get_binding_table_entry_count(fs_bin);
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ps.PushConstantEnable = wm_prog_data->base.nr_params > 0;
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ps.PositionXYOffsetSelect = wm_prog_data->uses_pos_offset ?
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POSOFFSET_SAMPLE: POSOFFSET_NONE;
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#if GEN_GEN < 8
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ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0;
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ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask;
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ps.DualSourceBlendEnable = wm_prog_data->dual_src_blend;
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#endif
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#if GEN_IS_HASWELL
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/* Haswell requires the sample mask to be set in this packet as well
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* as in 3DSTATE_SAMPLE_MASK; the values should match.
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*/
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ps.SampleMask = 0xff;
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#endif
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#if GEN_GEN >= 9
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ps.MaximumNumberofThreadsPerPSD = 64 - 1;
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#elif GEN_GEN >= 8
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ps.MaximumNumberofThreadsPerPSD = 64 - 2;
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#else
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ps.MaximumNumberofThreads = devinfo->max_wm_threads - 1;
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#endif
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ps.DispatchGRFStartRegisterForConstantSetupData0 =
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wm_prog_data->base.dispatch_grf_start_reg;
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ps.DispatchGRFStartRegisterForConstantSetupData1 = 0;
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ps.DispatchGRFStartRegisterForConstantSetupData2 =
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wm_prog_data->dispatch_grf_start_reg_2;
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ps.PerThreadScratchSpace = get_scratch_space(fs_bin);
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ps.ScratchSpaceBasePointer =
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get_scratch_address(pipeline, MESA_SHADER_FRAGMENT, fs_bin);
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}
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}
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#endif /* GENX_PIPELINE_UTIL_H */
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