intel/blorp: Add a clear_attachments entrypoint
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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0aea29cc1c
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@ -156,6 +156,17 @@ blorp_clear_depth_stencil(struct blorp_batch *batch,
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bool clear_depth, float depth_value,
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uint8_t stencil_mask, uint8_t stencil_value);
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void
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blorp_clear_attachments(struct blorp_batch *batch,
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uint32_t binding_table_offset,
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enum isl_format depth_format,
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uint32_t num_samples,
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uint32_t start_layer, uint32_t num_layers,
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uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1,
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bool clear_color, union isl_color_value color_value,
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bool clear_depth, float depth_value,
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uint8_t stencil_mask, uint8_t stencil_value);
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void
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blorp_ccs_resolve(struct blorp_batch *batch,
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struct blorp_surf *surf, enum isl_format format);
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@ -87,6 +87,95 @@ blorp_params_get_clear_kernel(struct blorp_context *blorp,
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ralloc_free(mem_ctx);
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}
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struct layer_offset_vs_key {
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enum blorp_shader_type shader_type;
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unsigned num_inputs;
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};
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/* In the case of doing attachment clears, we are using a surface state that
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* is handed to us so we can't set (and don't even know) the base array layer.
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* In order to do a layered clear in this scenario, we need some way of adding
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* the base array layer to the instance id. Unfortunately, our hardware has
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* no real concept of "base instance", so we have to do it manually in a
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* vertex shader.
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*/
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static void
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blorp_params_get_layer_offset_vs(struct blorp_context *blorp,
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struct blorp_params *params)
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{
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struct layer_offset_vs_key blorp_key = {
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.shader_type = BLORP_SHADER_TYPE_LAYER_OFFSET_VS,
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};
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if (params->wm_prog_data)
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blorp_key.num_inputs = params->wm_prog_data->num_varying_inputs;
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if (blorp->lookup_shader(blorp, &blorp_key, sizeof(blorp_key),
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¶ms->vs_prog_kernel, ¶ms->vs_prog_data))
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return;
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void *mem_ctx = ralloc_context(NULL);
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nir_builder b;
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nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_VERTEX, NULL);
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b.shader->info->name = ralloc_strdup(b.shader, "BLORP-layer-offset-vs");
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const struct glsl_type *uvec4_type = glsl_vector_type(GLSL_TYPE_UINT, 4);
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/* First we deal with the header which has instance and base instance */
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nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in,
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uvec4_type, "header");
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a_header->data.location = VERT_ATTRIB_GENERIC0;
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nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out,
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glsl_int_type(), "layer_id");
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v_layer->data.location = VARYING_SLOT_LAYER;
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/* Compute the layer id */
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nir_ssa_def *header = nir_load_var(&b, a_header);
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nir_ssa_def *base_layer = nir_channel(&b, header, 0);
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nir_ssa_def *instance = nir_channel(&b, header, 1);
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nir_store_var(&b, v_layer, nir_iadd(&b, instance, base_layer), 0x1);
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/* Then we copy the vertex from the next slot to VARYING_SLOT_POS */
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nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in,
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glsl_vec4_type(), "a_vertex");
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a_vertex->data.location = VERT_ATTRIB_GENERIC1;
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nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out,
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glsl_vec4_type(), "v_pos");
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v_pos->data.location = VARYING_SLOT_POS;
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nir_copy_var(&b, v_pos, a_vertex);
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/* Then we copy everything else */
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for (unsigned i = 0; i < blorp_key.num_inputs; i++) {
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nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in,
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uvec4_type, "input");
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a_in->data.location = VERT_ATTRIB_GENERIC2 + i;
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nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out,
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uvec4_type, "output");
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v_out->data.location = VARYING_SLOT_VAR0 + i;
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nir_copy_var(&b, v_out, a_in);
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}
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struct brw_vs_prog_data vs_prog_data;
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memset(&vs_prog_data, 0, sizeof(vs_prog_data));
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unsigned program_size;
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const unsigned *program =
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blorp_compile_vs(blorp, mem_ctx, b.shader, &vs_prog_data, &program_size);
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blorp->upload_shader(blorp, &blorp_key, sizeof(blorp_key),
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program, program_size,
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&vs_prog_data.base.base, sizeof(vs_prog_data),
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¶ms->vs_prog_kernel, ¶ms->vs_prog_data);
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ralloc_free(mem_ctx);
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}
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/* The x0, y0, x1, and y1 parameters must already be populated with the render
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* area of the framebuffer to be cleared.
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*/
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@ -224,7 +313,7 @@ blorp_fast_clear(struct blorp_batch *batch,
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params.x1 = x1;
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params.y1 = y1;
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memset(¶ms.wm_inputs, 0xff, 4*sizeof(float));
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memset(¶ms.wm_inputs.clear_color, 0xff, 4*sizeof(float));
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params.fast_clear_op = BLORP_FAST_CLEAR_OP_CLEAR;
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get_fast_clear_rect(batch->blorp->isl_dev, surf->aux_surf,
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@ -262,7 +351,7 @@ blorp_clear(struct blorp_batch *batch,
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format = ISL_FORMAT_R32_UINT;
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}
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memcpy(¶ms.wm_inputs, clear_color.f32, sizeof(float) * 4);
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memcpy(¶ms.wm_inputs.clear_color, clear_color.f32, sizeof(float) * 4);
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bool use_simd16_replicated_data = true;
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@ -381,6 +470,76 @@ blorp_clear_depth_stencil(struct blorp_batch *batch,
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}
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}
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/** Clear active color/depth/stencili attachments
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*
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* This function performs a clear operation on the currently bound
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* color/depth/stencil attachments. It is assumed that any information passed
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* in here is valid, consistent, and in-bounds relative to the currently
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* attached depth/stencil. The binding_table_offset parameter is the 32-bit
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* offset relative to surface state base address where pre-baked binding table
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* that we are to use lives. If clear_color is false, binding_table_offset
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* must point to a binding table with one entry which is a valid null surface
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* that matches the currently bound depth and stencil.
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*/
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void
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blorp_clear_attachments(struct blorp_batch *batch,
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uint32_t binding_table_offset,
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enum isl_format depth_format,
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uint32_t num_samples,
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uint32_t start_layer, uint32_t num_layers,
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uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1,
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bool clear_color, union isl_color_value color_value,
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bool clear_depth, float depth_value,
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uint8_t stencil_mask, uint8_t stencil_value)
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{
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struct blorp_params params;
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blorp_params_init(¶ms);
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assert(batch->flags & BLORP_BATCH_NO_EMIT_DEPTH_STENCIL);
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params.x0 = x0;
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params.y0 = y0;
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params.x1 = x1;
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params.y1 = y1;
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params.use_pre_baked_binding_table = true;
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params.pre_baked_binding_table_offset = binding_table_offset;
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params.num_layers = num_layers;
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params.num_samples = num_samples;
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if (clear_color) {
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params.dst.enabled = true;
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memcpy(¶ms.wm_inputs.clear_color, color_value.f32, sizeof(float) * 4);
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/* Unfortunately, without knowing whether or not our destination surface
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* is tiled or not, we have to assume it may be linear. This means no
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* SIMD16_REPDATA for us. :-(
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*/
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blorp_params_get_clear_kernel(batch->blorp, ¶ms, false);
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}
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if (clear_depth) {
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params.depth.enabled = true;
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params.z = depth_value;
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params.depth_format = isl_format_get_depth_format(depth_format, false);
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}
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if (stencil_mask) {
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params.stencil.enabled = true;
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params.stencil_mask = stencil_mask;
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params.stencil_ref = stencil_value;
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}
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blorp_params_get_layer_offset_vs(batch->blorp, ¶ms);
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params.vs_inputs.base_layer = start_layer;
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batch->blorp->exec(batch, ¶ms);
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}
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void
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blorp_ccs_resolve(struct blorp_batch *batch,
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struct blorp_surf *surf, enum isl_format format)
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@ -207,6 +207,7 @@ void blorp_params_init(struct blorp_params *params);
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enum blorp_shader_type {
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BLORP_SHADER_TYPE_BLIT,
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BLORP_SHADER_TYPE_CLEAR,
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BLORP_SHADER_TYPE_LAYER_OFFSET_VS,
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};
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struct brw_blorp_blit_prog_key
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