freedreno: move shader-stage dirty bits to global dirty flag
This was always a bit overly complicated, and had some issues (like ctx->prog.dirty not getting reset at the end of the batch). It also required some special hacks to avoid resetting dirty state on binning pass. So just move it all into ctx->dirty (leaving some free bits for future shader stages), and make FD_DIRTY_PROG just be the union of all FD_SHADER_DIRTY_*. Signed-off-by: Rob Clark <robclark@freedesktop.org>
This commit is contained in:
@@ -247,15 +247,12 @@ fd2_program_validate(struct fd_context *ctx)
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* from the vertex shader. And therefore if frag shader has changed we
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* need to recompile both vert and frag shader.
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*/
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if (prog->dirty & FD_SHADER_DIRTY_FP)
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if (ctx->dirty & FD_SHADER_DIRTY_FP)
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compile(prog, prog->fp);
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if (prog->dirty & (FD_SHADER_DIRTY_FP | FD_SHADER_DIRTY_VP))
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if (ctx->dirty & (FD_SHADER_DIRTY_FP | FD_SHADER_DIRTY_VP))
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compile(prog, prog->vp);
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if (prog->dirty)
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ctx->dirty |= FD_DIRTY_PROG;
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/* if necessary, fix up vertex fetch instructions: */
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if (ctx->dirty & (FD_DIRTY_VTXSTATE | FD_DIRTY_PROG))
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patch_vtx_fetches(ctx, prog->vp, ctx->vtx.vtx);
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@@ -292,8 +289,6 @@ fd2_program_emit(struct fd_ringbuffer *ring,
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A2XX_SQ_PROGRAM_CNTL_VS_EXPORT_COUNT(vs_export) |
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A2XX_SQ_PROGRAM_CNTL_PS_REGS(fs_gprs) |
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A2XX_SQ_PROGRAM_CNTL_VS_REGS(vs_gprs));
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prog->dirty = 0;
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}
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/* Creates shader:
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@@ -104,31 +104,29 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
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struct ir3_shader_key *last_key = &fd3_ctx->last_key;
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if (!ir3_shader_key_equal(last_key, key)) {
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ctx->dirty |= FD_DIRTY_PROG;
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if (last_key->has_per_samp || key->has_per_samp) {
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if ((last_key->vsaturate_s != key->vsaturate_s) ||
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(last_key->vsaturate_t != key->vsaturate_t) ||
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(last_key->vsaturate_r != key->vsaturate_r))
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ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
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ctx->dirty |= FD_SHADER_DIRTY_VP;
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if ((last_key->fsaturate_s != key->fsaturate_s) ||
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(last_key->fsaturate_t != key->fsaturate_t) ||
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(last_key->fsaturate_r != key->fsaturate_r))
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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ctx->dirty |= FD_SHADER_DIRTY_FP;
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}
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if (last_key->vclamp_color != key->vclamp_color)
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ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
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ctx->dirty |= FD_SHADER_DIRTY_VP;
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if (last_key->fclamp_color != key->fclamp_color)
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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ctx->dirty |= FD_SHADER_DIRTY_FP;
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if (last_key->color_two_side != key->color_two_side)
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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ctx->dirty |= FD_SHADER_DIRTY_FP;
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if (last_key->half_precision != key->half_precision)
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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ctx->dirty |= FD_SHADER_DIRTY_FP;
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fd3_ctx->last_key = *key;
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}
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@@ -659,11 +659,6 @@ fd3_emit_state(struct fd_context *ctx, struct fd_ringbuffer *ring,
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ir3_emit_consts(vp, ring, ctx, emit->info, dirty);
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if (!emit->key.binning_pass)
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ir3_emit_consts(fp, ring, ctx, emit->info, dirty);
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/* mark clean after emitting consts.. a bit ugly, but since binning
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* pass is emitted first, we want to do this only for main draw:
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*/
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if (!emit->key.binning_pass)
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ctx->prog.dirty = 0;
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}
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if (dirty & (FD_DIRTY_BLEND | FD_DIRTY_FRAMEBUFFER)) {
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@@ -88,36 +88,34 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
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struct ir3_shader_key *last_key = &fd4_ctx->last_key;
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if (!ir3_shader_key_equal(last_key, key)) {
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ctx->dirty |= FD_DIRTY_PROG;
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if (last_key->has_per_samp || key->has_per_samp) {
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if ((last_key->vsaturate_s != key->vsaturate_s) ||
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(last_key->vsaturate_t != key->vsaturate_t) ||
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(last_key->vsaturate_r != key->vsaturate_r) ||
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(last_key->vastc_srgb != key->vastc_srgb))
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ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
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ctx->dirty |= FD_SHADER_DIRTY_VP;
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if ((last_key->fsaturate_s != key->fsaturate_s) ||
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(last_key->fsaturate_t != key->fsaturate_t) ||
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(last_key->fsaturate_r != key->fsaturate_r) ||
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(last_key->fastc_srgb != key->fastc_srgb))
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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ctx->dirty |= FD_SHADER_DIRTY_FP;
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}
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if (last_key->vclamp_color != key->vclamp_color)
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ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
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ctx->dirty |= FD_SHADER_DIRTY_VP;
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if (last_key->fclamp_color != key->fclamp_color)
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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ctx->dirty |= FD_SHADER_DIRTY_FP;
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if (last_key->color_two_side != key->color_two_side)
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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ctx->dirty |= FD_SHADER_DIRTY_FP;
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if (last_key->half_precision != key->half_precision)
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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ctx->dirty |= FD_SHADER_DIRTY_FP;
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if (last_key->rasterflat != key->rasterflat)
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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ctx->dirty |= FD_SHADER_DIRTY_FP;
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fd4_ctx->last_key = *key;
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}
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@@ -649,11 +649,6 @@ fd4_emit_state(struct fd_context *ctx, struct fd_ringbuffer *ring,
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ir3_emit_consts(vp, ring, ctx, emit->info, dirty);
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if (!emit->key.binning_pass)
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ir3_emit_consts(fp, ring, ctx, emit->info, dirty);
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/* mark clean after emitting consts.. a bit ugly, but since binning
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* pass is emitted first, we want to do this only for main draw:
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*/
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if (!emit->key.binning_pass)
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ctx->prog.dirty = 0;
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}
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if ((dirty & FD_DIRTY_BLEND)) {
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@@ -54,10 +54,8 @@ struct fd_texture_stateobj {
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struct fd_program_stateobj {
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void *vp, *fp;
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enum {
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FD_SHADER_DIRTY_VP = (1 << 0),
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FD_SHADER_DIRTY_FP = (1 << 1),
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} dirty;
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/* rest only used by fd2.. split out: */
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uint8_t num_exports;
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/* Indexed by semantic name or TGSI_SEMANTIC_COUNT + semantic index
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* for TGSI_SEMANTIC_GENERIC. Special vs exports (position and point-
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@@ -327,21 +325,26 @@ struct fd_context {
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FD_DIRTY_FRAGTEX = (1 << 3),
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FD_DIRTY_VERTTEX = (1 << 4),
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FD_DIRTY_TEXSTATE = (1 << 5),
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FD_DIRTY_PROG = (1 << 6),
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FD_DIRTY_BLEND_COLOR = (1 << 7),
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FD_DIRTY_STENCIL_REF = (1 << 8),
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FD_DIRTY_SAMPLE_MASK = (1 << 9),
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FD_DIRTY_FRAMEBUFFER = (1 << 10),
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FD_DIRTY_STIPPLE = (1 << 11),
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FD_DIRTY_VIEWPORT = (1 << 12),
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FD_DIRTY_CONSTBUF = (1 << 13),
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FD_DIRTY_VTXSTATE = (1 << 14),
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FD_DIRTY_VTXBUF = (1 << 15),
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FD_DIRTY_INDEXBUF = (1 << 16),
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FD_DIRTY_SCISSOR = (1 << 17),
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FD_DIRTY_STREAMOUT = (1 << 18),
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FD_DIRTY_UCP = (1 << 19),
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FD_DIRTY_BLEND_DUAL = (1 << 20),
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FD_SHADER_DIRTY_VP = (1 << 6),
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FD_SHADER_DIRTY_FP = (1 << 7),
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/* skip geom/tcs/tes/compute */
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FD_DIRTY_PROG = FD_SHADER_DIRTY_FP | FD_SHADER_DIRTY_VP,
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FD_DIRTY_BLEND_COLOR = (1 << 12),
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FD_DIRTY_STENCIL_REF = (1 << 13),
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FD_DIRTY_SAMPLE_MASK = (1 << 14),
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FD_DIRTY_FRAMEBUFFER = (1 << 15),
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FD_DIRTY_STIPPLE = (1 << 16),
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FD_DIRTY_VIEWPORT = (1 << 17),
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FD_DIRTY_CONSTBUF = (1 << 18),
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FD_DIRTY_VTXSTATE = (1 << 19),
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FD_DIRTY_VTXBUF = (1 << 20),
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FD_DIRTY_INDEXBUF = (1 << 21),
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FD_DIRTY_SCISSOR = (1 << 22),
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FD_DIRTY_STREAMOUT = (1 << 23),
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FD_DIRTY_UCP = (1 << 24),
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FD_DIRTY_BLEND_DUAL = (1 << 25),
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} dirty;
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struct pipe_blend_state *blend;
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@@ -37,8 +37,7 @@ fd_fp_state_bind(struct pipe_context *pctx, void *hwcso)
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{
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struct fd_context *ctx = fd_context(pctx);
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ctx->prog.fp = hwcso;
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ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
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ctx->dirty |= FD_DIRTY_PROG;
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ctx->dirty |= FD_SHADER_DIRTY_FP;
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}
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static void
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@@ -46,8 +45,7 @@ fd_vp_state_bind(struct pipe_context *pctx, void *hwcso)
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{
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struct fd_context *ctx = fd_context(pctx);
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ctx->prog.vp = hwcso;
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ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
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ctx->dirty |= FD_DIRTY_PROG;
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ctx->dirty |= FD_SHADER_DIRTY_VP;
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}
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static const char *solid_fp =
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@@ -647,10 +647,10 @@ ir3_emit_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
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if (v->type == SHADER_VERTEX) {
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constbuf = &ctx->constbuf[PIPE_SHADER_VERTEX];
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shader_dirty = !!(ctx->prog.dirty & FD_SHADER_DIRTY_VP);
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shader_dirty = !!(dirty & FD_SHADER_DIRTY_VP);
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} else if (v->type == SHADER_FRAGMENT) {
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constbuf = &ctx->constbuf[PIPE_SHADER_FRAGMENT];
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shader_dirty = !!(ctx->prog.dirty & FD_SHADER_DIRTY_FP);
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shader_dirty = !!(dirty & FD_SHADER_DIRTY_FP);
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} else {
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unreachable("bad shader type");
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return;
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