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/*
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* Copyright © 2011 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "brw_context.h"
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#include "brw_state.h"
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#include "brw_defines.h"
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#include "intel_batchbuffer.h"
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#include "main/macros.h"
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#include "main/samplerobj.h"
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/**
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* Sets the sampler state for a single unit.
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*/
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static void
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gen7_update_sampler_state(struct brw_context *brw, int unit,
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struct gen7_sampler_state *sampler)
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{
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struct intel_context *intel = &brw->intel;
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struct gl_context *ctx = &intel->ctx;
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struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
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struct gl_texture_object *texObj = texUnit->_Current;
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struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
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switch (gl_sampler->MinFilter) {
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case GL_NEAREST:
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sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
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sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
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break;
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case GL_LINEAR:
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sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
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sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
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break;
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case GL_NEAREST_MIPMAP_NEAREST:
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sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
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sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
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break;
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case GL_LINEAR_MIPMAP_NEAREST:
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sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
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sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
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break;
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case GL_NEAREST_MIPMAP_LINEAR:
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sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
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sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
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break;
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case GL_LINEAR_MIPMAP_LINEAR:
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sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
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sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
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break;
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default:
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break;
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}
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/* Set Anisotropy: */
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if (gl_sampler->MaxAnisotropy > 1.0) {
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sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
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sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
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if (gl_sampler->MaxAnisotropy > 2.0) {
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sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
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BRW_ANISORATIO_16);
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}
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}
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else {
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switch (gl_sampler->MagFilter) {
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case GL_NEAREST:
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sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
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break;
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case GL_LINEAR:
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sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
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break;
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default:
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break;
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}
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}
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sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR);
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sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS);
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sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT);
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/* Cube-maps on 965 and later must use the same wrap mode for all 3
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* coordinate dimensions. Futher, only CUBE and CLAMP are valid.
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*/
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if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
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if (ctx->Texture.CubeMapSeamless &&
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(gl_sampler->MinFilter != GL_NEAREST ||
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gl_sampler->MagFilter != GL_NEAREST)) {
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sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
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sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
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sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
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} else {
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sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
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sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
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sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
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}
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} else if (texObj->Target == GL_TEXTURE_1D) {
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/* There's a bug in 1D texture sampling - it actually pays
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* attention to the wrap_t value, though it should not.
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* Override the wrap_t value here to GL_REPEAT to keep
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* any nonexistent border pixels from floating in.
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*/
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sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
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}
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/* Set shadow function: */
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if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
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/* Shadowing is "enabled" by emitting a particular sampler
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* message (sample_c). So need to recompile WM program when
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* shadow comparison is enabled on each/any texture unit.
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*/
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sampler->ss1.shadow_function =
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intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
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}
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/* Set LOD bias: */
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sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
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gl_sampler->LodBias, -16, 15), 6);
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sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
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sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
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/* Set BaseMipLevel, MaxLOD, MinLOD:
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*
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* XXX: I don't think that using firstLevel, lastLevel works,
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* because we always setup the surface state as if firstLevel ==
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* level zero. Probably have to subtract firstLevel from each of
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* these:
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*/
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sampler->ss0.base_level = U_FIXED(0, 1);
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sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 6);
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sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 6);
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upload_default_color(brw, gl_sampler, unit);
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sampler->ss2.default_color_pointer = brw->wm.sdc_offset[unit] >> 5;
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}
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/* All samplers must be uploaded in a single contiguous array, which
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* complicates various things. However, this is still too confusing -
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* FIXME: simplify all the different new texture state flags.
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*/
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static void
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gen7_prepare_samplers(struct brw_context *brw)
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{
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struct gl_context *ctx = &brw->intel.ctx;
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struct gen7_sampler_state *samplers;
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int i;
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brw->wm.sampler_count = 0;
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for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
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if (ctx->Texture.Unit[i]._ReallyEnabled)
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brw->wm.sampler_count = i + 1;
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}
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if (brw->wm.sampler_count == 0)
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return;
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samplers = brw_state_batch(brw, brw->wm.sampler_count * sizeof(*samplers),
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32, &brw->wm.sampler_offset);
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memset(samplers, 0, brw->wm.sampler_count * sizeof(*samplers));
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for (i = 0; i < brw->wm.sampler_count; i++) {
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if (ctx->Texture.Unit[i]._ReallyEnabled)
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gen7_update_sampler_state(brw, i, &samplers[i]);
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}
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brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
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}
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const struct brw_tracked_state gen7_samplers = {
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.dirty = {
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.mesa = _NEW_TEXTURE,
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.brw = BRW_NEW_BATCH,
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.cache = 0
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},
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.prepare = gen7_prepare_samplers,
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};
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