Example #1
0
void
ilo_render_emit_draw_commands_gen6(struct ilo_render *render,
                                   const struct ilo_state_vector *vec,
                                   struct ilo_render_draw_session *session)
{
   ILO_DEV_ASSERT(render->dev, 6, 6);

   /*
    * We try to keep the order of the commands match, as closely as possible,
    * that of the classic i965 driver.  It allows us to compare the command
    * streams easily.
    */
   gen6_draw_common_select(render, vec, session);
   gen6_draw_gs_svbi(render, vec, session);
   gen6_draw_common_sip(render, vec, session);
   gen6_draw_vf_statistics(render, vec, session);
   gen6_draw_common_base_address(render, vec, session);
   gen6_draw_common_pointers_1(render, vec, session);
   gen6_draw_common_urb(render, vec, session);
   gen6_draw_common_pointers_2(render, vec, session);
   gen6_draw_wm_multisample(render, vec, session);
   gen6_draw_vs(render, vec, session);
   gen6_draw_gs(render, vec, session);
   gen6_draw_clip(render, vec, session);
   gen6_draw_sf(render, vec, session);
   gen6_draw_wm(render, vec, session);
   gen6_draw_common_pointers_3(render, vec, session);
   gen6_draw_wm_depth(render, vec, session);
   gen6_draw_wm_raster(render, vec, session);
   gen6_draw_sf_rect(render, vec, session);
   gen6_draw_vf(render, vec, session);

   ilo_render_3dprimitive(render, vec->draw, &vec->ib);
}
Example #2
0
void
ilo_render_emit_rectlist_commands_gen7(struct ilo_render *r,
                                       const struct ilo_blitter *blitter,
                                       const struct ilo_render_rectlist_session *session)
{
   ILO_DEV_ASSERT(r->dev, 7, 7.5);

   gen7_rectlist_wm_multisample(r, blitter);

   gen6_state_base_address(r->builder, true);

   gen6_user_3DSTATE_VERTEX_BUFFERS(r->builder,
         session->vb_start, session->vb_end,
         sizeof(blitter->vertices[0]));

   gen6_3DSTATE_VERTEX_ELEMENTS(r->builder, &blitter->vf);

   gen7_rectlist_pcb_alloc(r, blitter);

   /* needed for any VS-related commands */
   if (ilo_dev_gen(r->dev) == ILO_GEN(7))
      gen7_wa_pre_vs(r);

   gen7_rectlist_urb(r, blitter);

   if (blitter->uses & ILO_BLITTER_USE_DSA) {
      gen7_3DSTATE_DEPTH_STENCIL_STATE_POINTERS(r->builder,
            r->state.DEPTH_STENCIL_STATE);
   }

   if (blitter->uses & ILO_BLITTER_USE_CC) {
      gen7_3DSTATE_CC_STATE_POINTERS(r->builder,
            r->state.COLOR_CALC_STATE);
   }

   gen7_rectlist_vs_to_sf(r, blitter);
   gen7_rectlist_wm(r, blitter);

   if (blitter->uses & ILO_BLITTER_USE_VIEWPORT) {
      gen7_3DSTATE_VIEWPORT_STATE_POINTERS_CC(r->builder,
            r->state.CC_VIEWPORT);
   }

   gen7_rectlist_wm_depth(r, blitter);

   gen6_3DSTATE_DRAWING_RECTANGLE(r->builder, 0, 0,
         blitter->fb.width, blitter->fb.height);

   if (ilo_dev_gen(r->dev) == ILO_GEN(7))
      gen7_wa_post_ps_and_later(r);

   ilo_render_3dprimitive(r, &blitter->draw_info);
}
Example #3
0
void
ilo_render_emit_rectlist_commands_gen6(struct ilo_render *r,
                                       const struct ilo_blitter *blitter,
                                       const struct ilo_render_rectlist_session *session)
{
   ILO_DEV_ASSERT(r->dev, 6, 6);

   gen6_wa_pre_non_pipelined(r);

   gen6_rectlist_wm_multisample(r, blitter);

   gen6_state_base_address(r->builder, true);

   gen6_user_3DSTATE_VERTEX_BUFFERS(r->builder,
         session->vb_start, session->vb_end,
         sizeof(blitter->vertices[0]));

   gen6_3DSTATE_VERTEX_ELEMENTS(r->builder, &blitter->ve);

   gen6_3DSTATE_URB(r->builder, r->dev->urb_size, 0,
         (blitter->ve.count + blitter->ve.prepend_nosrc_cso) * 4 * sizeof(float),
         0);

   if (r->state.gs.active) {
      gen6_wa_post_3dstate_urb_no_gs(r);
      r->state.gs.active = false;
   }

   if (blitter->uses &
       (ILO_BLITTER_USE_DSA | ILO_BLITTER_USE_CC)) {
      gen6_3DSTATE_CC_STATE_POINTERS(r->builder, 0,
            r->state.DEPTH_STENCIL_STATE, r->state.COLOR_CALC_STATE);
   }

   gen6_rectlist_vs_to_sf(r, blitter);
   gen6_rectlist_wm(r, blitter);

   if (blitter->uses & ILO_BLITTER_USE_VIEWPORT) {
      gen6_3DSTATE_VIEWPORT_STATE_POINTERS(r->builder,
            0, 0, r->state.CC_VIEWPORT);
   }

   gen6_rectlist_wm_depth(r, blitter);

   gen6_3DSTATE_DRAWING_RECTANGLE(r->builder, 0, 0,
         blitter->fb.width, blitter->fb.height);

   ilo_render_3dprimitive(r, &blitter->draw, NULL);
}