static void upload_polygon_stipple(struct brw_context *brw) { struct intel_context *intel = &brw->intel; struct gl_context *ctx = &brw->intel.ctx; GLuint i; /* _NEW_POLYGON */ if (!ctx->Polygon.StippleFlag) return; if (intel->gen == 6) intel_emit_post_sync_nonzero_flush(intel); BEGIN_BATCH(33); OUT_BATCH(_3DSTATE_POLY_STIPPLE_PATTERN << 16 | (33 - 2)); /* Polygon stipple is provided in OpenGL order, i.e. bottom * row first. If we're rendering to a window (i.e. the * default frame buffer object, 0), then we need to invert * it to match our pixel layout. But if we're rendering * to a FBO (i.e. any named frame buffer object), we *don't* * need to invert - we already match the layout. */ if (_mesa_is_winsys_fbo(ctx->DrawBuffer)) { for (i = 0; i < 32; i++) OUT_BATCH(ctx->PolygonStipple[31 - i]); /* invert */ } else { for (i = 0; i < 32; i++) OUT_BATCH(ctx->PolygonStipple[i]); } CACHED_BATCH(); }
static void upload_polygon_stipple_offset(struct brw_context *brw) { struct intel_context *intel = &brw->intel; struct gl_context *ctx = &brw->intel.ctx; /* _NEW_POLYGON */ if (!ctx->Polygon.StippleFlag) return; if (intel->gen == 6) intel_emit_post_sync_nonzero_flush(intel); BEGIN_BATCH(2); OUT_BATCH(_3DSTATE_POLY_STIPPLE_OFFSET << 16 | (2-2)); /* _NEW_BUFFERS * * If we're drawing to a system window we have to invert the Y axis * in order to match the OpenGL pixel coordinate system, and our * offset must be matched to the window position. If we're drawing * to a user-created FBO then our native pixel coordinate system * works just fine, and there's no window system to worry about. */ if (_mesa_is_winsys_fbo(brw->intel.ctx.DrawBuffer)) OUT_BATCH((32 - (ctx->DrawBuffer->Height & 31)) & 31); else OUT_BATCH(0); CACHED_BATCH(); }
static void upload_line_stipple(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; GLfloat tmp; GLint tmpi; if (!ctx->Line.StippleFlag) return; if (brw->gen == 6) intel_emit_post_sync_nonzero_flush(brw); BEGIN_BATCH(3); OUT_BATCH(_3DSTATE_LINE_STIPPLE_PATTERN << 16 | (3 - 2)); OUT_BATCH(ctx->Line.StipplePattern); if (brw->gen >= 7) { /* in U1.16 */ tmp = 1.0 / (GLfloat) ctx->Line.StippleFactor; tmpi = tmp * (1<<16); OUT_BATCH(tmpi << 15 | ctx->Line.StippleFactor); } else { /* in U1.13 */ tmp = 1.0 / (GLfloat) ctx->Line.StippleFactor; tmpi = tmp * (1<<13); OUT_BATCH(tmpi << 16 | ctx->Line.StippleFactor); } CACHED_BATCH(); }
static void upload_blend_constant_color(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; BEGIN_BATCH(5); OUT_BATCH(_3DSTATE_BLEND_CONSTANT_COLOR << 16 | (5-2)); OUT_BATCH_F(ctx->Color.BlendColorUnclamped[0]); OUT_BATCH_F(ctx->Color.BlendColorUnclamped[1]); OUT_BATCH_F(ctx->Color.BlendColorUnclamped[2]); OUT_BATCH_F(ctx->Color.BlendColorUnclamped[3]); CACHED_BATCH(); }
/********************************************************************** * AA Line parameters */ static void upload_aa_line_parameters(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; if (!ctx->Line.SmoothFlag || !brw->has_aa_line_parameters) return; if (brw->gen == 6) intel_emit_post_sync_nonzero_flush(brw); OUT_BATCH(_3DSTATE_AA_LINE_PARAMETERS << 16 | (3 - 2)); /* use legacy aa line coverage computation */ OUT_BATCH(0); OUT_BATCH(0); CACHED_BATCH(); }
/* Define the number of curbes within CS's urb allocation. Multiple * urb entries -> multiple curbes. These will be used by * fixed-function hardware in a double-buffering scheme to avoid a * pipeline stall each time the contents of the curbe is changed. */ void brw_upload_cs_urb_state(struct brw_context *brw) { BEGIN_BATCH(2); /* It appears that this is the state packet for the CS unit, ie. the * urb entries detailed here are housed in the CS range from the * URB_FENCE command. */ OUT_BATCH(CMD_CS_URB_STATE << 16 | (2-2)); /* BRW_NEW_URB_FENCE */ if (brw->urb.csize == 0) { OUT_BATCH(0); } else { /* BRW_NEW_URB_FENCE */ assert(brw->urb.nr_cs_entries); OUT_BATCH((brw->urb.csize - 1) << 4 | brw->urb.nr_cs_entries); } CACHED_BATCH(); }
static void brw_emit_vertices(struct brw_context *brw) { GLuint i, nr_elements; brw_prepare_vertices(brw); brw_emit_query_begin(brw); nr_elements = brw->vb.nr_enabled + brw->vs.prog_data->uses_vertexid; /* If the VS doesn't read any inputs (calculating vertex position from * a state variable for some reason, for example), emit a single pad * VERTEX_ELEMENT struct and bail. * * The stale VB state stays in place, but they don't do anything unless * a VE loads from them. */ if (nr_elements == 0) { BEGIN_BATCH(3); OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | 1); if (brw->gen >= 6) { OUT_BATCH((0 << GEN6_VE0_INDEX_SHIFT) | GEN6_VE0_VALID | (BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT) | (0 << BRW_VE0_SRC_OFFSET_SHIFT)); } else { OUT_BATCH((0 << BRW_VE0_INDEX_SHIFT) | BRW_VE0_VALID | (BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT) | (0 << BRW_VE0_SRC_OFFSET_SHIFT)); } OUT_BATCH((BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_1_FLT << BRW_VE1_COMPONENT_3_SHIFT)); CACHED_BATCH(); return; } /* Now emit VB and VEP state packets. */ if (brw->vb.nr_buffers) { if (brw->gen >= 6) { assert(brw->vb.nr_buffers <= 33); } else { assert(brw->vb.nr_buffers <= 17); } BEGIN_BATCH(1 + 4*brw->vb.nr_buffers); OUT_BATCH((_3DSTATE_VERTEX_BUFFERS << 16) | (4*brw->vb.nr_buffers - 1)); for (i = 0; i < brw->vb.nr_buffers; i++) { struct brw_vertex_buffer *buffer = &brw->vb.buffers[i]; uint32_t dw0; if (brw->gen >= 6) { dw0 = buffer->step_rate ? GEN6_VB0_ACCESS_INSTANCEDATA : GEN6_VB0_ACCESS_VERTEXDATA; dw0 |= i << GEN6_VB0_INDEX_SHIFT; } else { dw0 = buffer->step_rate ? BRW_VB0_ACCESS_INSTANCEDATA : BRW_VB0_ACCESS_VERTEXDATA; dw0 |= i << BRW_VB0_INDEX_SHIFT; } if (brw->gen >= 7) dw0 |= GEN7_VB0_ADDRESS_MODIFYENABLE; if (brw->gen == 7) dw0 |= GEN7_MOCS_L3 << 16; OUT_BATCH(dw0 | (buffer->stride << BRW_VB0_PITCH_SHIFT)); OUT_RELOC(buffer->bo, I915_GEM_DOMAIN_VERTEX, 0, buffer->offset); if (brw->gen >= 5) { OUT_RELOC(buffer->bo, I915_GEM_DOMAIN_VERTEX, 0, buffer->bo->size - 1); } else OUT_BATCH(0); OUT_BATCH(buffer->step_rate); } ADVANCE_BATCH(); } /* The hardware allows one more VERTEX_ELEMENTS than VERTEX_BUFFERS, presumably * for VertexID/InstanceID. */ if (brw->gen >= 6) { assert(nr_elements <= 34); } else { assert(nr_elements <= 18); } struct brw_vertex_element *gen6_edgeflag_input = NULL; BEGIN_BATCH(1 + nr_elements * 2); OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | (2 * nr_elements - 1)); for (i = 0; i < brw->vb.nr_enabled; i++) { struct brw_vertex_element *input = brw->vb.enabled[i]; uint32_t format = brw_get_vertex_surface_type(brw, input->glarray); uint32_t comp0 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp1 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp2 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp3 = BRW_VE1_COMPONENT_STORE_SRC; /* The gen4 driver expects edgeflag to come in as a float, and passes * that float on to the tests in the clipper. Mesa's current vertex * attribute value for EdgeFlag is stored as a float, which works out. * glEdgeFlagPointer, on the other hand, gives us an unnormalized * integer ubyte. Just rewrite that to convert to a float. */ if (input->attrib == VERT_ATTRIB_EDGEFLAG) { /* Gen6+ passes edgeflag as sideband along with the vertex, instead * of in the VUE. We have to upload it sideband as the last vertex * element according to the B-Spec. */ if (brw->gen >= 6) { gen6_edgeflag_input = input; continue; } if (format == BRW_SURFACEFORMAT_R8_UINT) format = BRW_SURFACEFORMAT_R8_SSCALED; } switch (input->glarray->Size) { case 0: comp0 = BRW_VE1_COMPONENT_STORE_0; case 1: comp1 = BRW_VE1_COMPONENT_STORE_0; case 2: comp2 = BRW_VE1_COMPONENT_STORE_0; case 3: comp3 = input->glarray->Integer ? BRW_VE1_COMPONENT_STORE_1_INT : BRW_VE1_COMPONENT_STORE_1_FLT; break; } if (brw->gen >= 6) { OUT_BATCH((input->buffer << GEN6_VE0_INDEX_SHIFT) | GEN6_VE0_VALID | (format << BRW_VE0_FORMAT_SHIFT) | (input->offset << BRW_VE0_SRC_OFFSET_SHIFT)); } else { OUT_BATCH((input->buffer << BRW_VE0_INDEX_SHIFT) | BRW_VE0_VALID | (format << BRW_VE0_FORMAT_SHIFT) | (input->offset << BRW_VE0_SRC_OFFSET_SHIFT)); } if (brw->gen >= 5) OUT_BATCH((comp0 << BRW_VE1_COMPONENT_0_SHIFT) | (comp1 << BRW_VE1_COMPONENT_1_SHIFT) | (comp2 << BRW_VE1_COMPONENT_2_SHIFT) | (comp3 << BRW_VE1_COMPONENT_3_SHIFT)); else OUT_BATCH((comp0 << BRW_VE1_COMPONENT_0_SHIFT) | (comp1 << BRW_VE1_COMPONENT_1_SHIFT) | (comp2 << BRW_VE1_COMPONENT_2_SHIFT) | (comp3 << BRW_VE1_COMPONENT_3_SHIFT) | ((i * 4) << BRW_VE1_DST_OFFSET_SHIFT)); } if (brw->gen >= 6 && gen6_edgeflag_input) { uint32_t format = brw_get_vertex_surface_type(brw, gen6_edgeflag_input->glarray); OUT_BATCH((gen6_edgeflag_input->buffer << GEN6_VE0_INDEX_SHIFT) | GEN6_VE0_VALID | GEN6_VE0_EDGE_FLAG_ENABLE | (format << BRW_VE0_FORMAT_SHIFT) | (gen6_edgeflag_input->offset << BRW_VE0_SRC_OFFSET_SHIFT)); OUT_BATCH((BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_3_SHIFT)); } if (brw->vs.prog_data->uses_vertexid) { uint32_t dw0 = 0, dw1 = 0; dw1 = ((BRW_VE1_COMPONENT_STORE_VID << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_IID << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_3_SHIFT)); if (brw->gen >= 6) { dw0 |= GEN6_VE0_VALID; } else { dw0 |= BRW_VE0_VALID; dw1 |= (i * 4) << BRW_VE1_DST_OFFSET_SHIFT; } /* Note that for gl_VertexID, gl_InstanceID, and gl_PrimitiveID values, * the format is ignored and the value is always int. */ OUT_BATCH(dw0); OUT_BATCH(dw1); } CACHED_BATCH(); }
static void brw_emit_vertices(struct brw_context *brw) { struct gl_context *ctx = &brw->intel.ctx; struct intel_context *intel = intel_context(ctx); GLuint i, nr_elements; brw_prepare_vertices(brw); brw_emit_query_begin(brw); /* If the VS doesn't read any inputs (calculating vertex position from * a state variable for some reason, for example), emit a single pad * VERTEX_ELEMENT struct and bail. * * The stale VB state stays in place, but they don't do anything unless * a VE loads from them. */ if (brw->vb.nr_enabled == 0) { BEGIN_BATCH(3); OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | 1); if (intel->gen >= 6) { OUT_BATCH((0 << GEN6_VE0_INDEX_SHIFT) | GEN6_VE0_VALID | (BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT) | (0 << BRW_VE0_SRC_OFFSET_SHIFT)); } else { OUT_BATCH((0 << BRW_VE0_INDEX_SHIFT) | BRW_VE0_VALID | (BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT) | (0 << BRW_VE0_SRC_OFFSET_SHIFT)); } OUT_BATCH((BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_1_FLT << BRW_VE1_COMPONENT_3_SHIFT)); CACHED_BATCH(); return; } /* Now emit VB and VEP state packets. */ if (brw->vb.nr_buffers) { if (intel->gen >= 6) { assert(brw->vb.nr_buffers <= 33); } else { assert(brw->vb.nr_buffers <= 17); } BEGIN_BATCH(1 + 4*brw->vb.nr_buffers); OUT_BATCH((_3DSTATE_VERTEX_BUFFERS << 16) | (4*brw->vb.nr_buffers - 1)); for (i = 0; i < brw->vb.nr_buffers; i++) { struct brw_vertex_buffer *buffer = &brw->vb.buffers[i]; uint32_t dw0; if (intel->gen >= 6) { dw0 = buffer->step_rate ? GEN6_VB0_ACCESS_INSTANCEDATA : GEN6_VB0_ACCESS_VERTEXDATA; dw0 |= i << GEN6_VB0_INDEX_SHIFT; } else { dw0 = buffer->step_rate ? BRW_VB0_ACCESS_INSTANCEDATA : BRW_VB0_ACCESS_VERTEXDATA; dw0 |= i << BRW_VB0_INDEX_SHIFT; } if (intel->gen >= 7) dw0 |= GEN7_VB0_ADDRESS_MODIFYENABLE; OUT_BATCH(dw0 | (buffer->stride << BRW_VB0_PITCH_SHIFT)); OUT_RELOC(buffer->bo, I915_GEM_DOMAIN_VERTEX, 0, buffer->offset); if (intel->gen >= 5) { OUT_RELOC(buffer->bo, I915_GEM_DOMAIN_VERTEX, 0, buffer->bo->size - 1); } else OUT_BATCH(0); OUT_BATCH(buffer->step_rate); brw->vb.current_buffers[i].handle = buffer->bo->handle; brw->vb.current_buffers[i].offset = buffer->offset; brw->vb.current_buffers[i].stride = buffer->stride; brw->vb.current_buffers[i].step_rate = buffer->step_rate; } brw->vb.nr_current_buffers = i; ADVANCE_BATCH(); } nr_elements = brw->vb.nr_enabled + brw->vs.prog_data->uses_vertexid; /* The hardware allows one more VERTEX_ELEMENTS than VERTEX_BUFFERS, presumably * for VertexID/InstanceID. */ if (intel->gen >= 6) { assert(nr_elements <= 34); } else { assert(nr_elements <= 18); } BEGIN_BATCH(1 + nr_elements * 2); OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | (2 * nr_elements - 1)); for (i = 0; i < brw->vb.nr_enabled; i++) { struct brw_vertex_element *input = brw->vb.enabled[i]; uint32_t format = get_surface_type(input->glarray->Type, input->glarray->Size, input->glarray->Format, input->glarray->Normalized, input->glarray->Integer); uint32_t comp0 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp1 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp2 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp3 = BRW_VE1_COMPONENT_STORE_SRC; switch (input->glarray->Size) { case 0: comp0 = BRW_VE1_COMPONENT_STORE_0; case 1: comp1 = BRW_VE1_COMPONENT_STORE_0; case 2: comp2 = BRW_VE1_COMPONENT_STORE_0; case 3: comp3 = input->glarray->Integer ? BRW_VE1_COMPONENT_STORE_1_INT : BRW_VE1_COMPONENT_STORE_1_FLT; break; } if (intel->gen >= 6) { OUT_BATCH((input->buffer << GEN6_VE0_INDEX_SHIFT) | GEN6_VE0_VALID | (format << BRW_VE0_FORMAT_SHIFT) | (input->offset << BRW_VE0_SRC_OFFSET_SHIFT)); } else { OUT_BATCH((input->buffer << BRW_VE0_INDEX_SHIFT) | BRW_VE0_VALID | (format << BRW_VE0_FORMAT_SHIFT) | (input->offset << BRW_VE0_SRC_OFFSET_SHIFT)); } if (intel->gen >= 5) OUT_BATCH((comp0 << BRW_VE1_COMPONENT_0_SHIFT) | (comp1 << BRW_VE1_COMPONENT_1_SHIFT) | (comp2 << BRW_VE1_COMPONENT_2_SHIFT) | (comp3 << BRW_VE1_COMPONENT_3_SHIFT)); else OUT_BATCH((comp0 << BRW_VE1_COMPONENT_0_SHIFT) | (comp1 << BRW_VE1_COMPONENT_1_SHIFT) | (comp2 << BRW_VE1_COMPONENT_2_SHIFT) | (comp3 << BRW_VE1_COMPONENT_3_SHIFT) | ((i * 4) << BRW_VE1_DST_OFFSET_SHIFT)); } if (brw->vs.prog_data->uses_vertexid) { uint32_t dw0 = 0, dw1 = 0; dw1 = ((BRW_VE1_COMPONENT_STORE_VID << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_IID << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_3_SHIFT)); if (intel->gen >= 6) { dw0 |= GEN6_VE0_VALID; } else { dw0 |= BRW_VE0_VALID; dw1 |= (i * 4) << BRW_VE1_DST_OFFSET_SHIFT; } /* Note that for gl_VertexID, gl_InstanceID, and gl_PrimitiveID values, * the format is ignored and the value is always int. */ OUT_BATCH(dw0); OUT_BATCH(dw1); } CACHED_BATCH(); }
static void brw_emit_vertices(struct brw_context *brw) { struct gl_context *ctx = &brw->intel.ctx; struct intel_context *intel = intel_context(ctx); GLuint i; brw_emit_query_begin(brw); /* If the VS doesn't read any inputs (calculating vertex position from * a state variable for some reason, for example), emit a single pad * VERTEX_ELEMENT struct and bail. * * The stale VB state stays in place, but they don't do anything unless * a VE loads from them. */ if (brw->vb.nr_enabled == 0) { BEGIN_BATCH(3); OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | 1); if (intel->gen >= 6) { OUT_BATCH((0 << GEN6_VE0_INDEX_SHIFT) | GEN6_VE0_VALID | (BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT) | (0 << BRW_VE0_SRC_OFFSET_SHIFT)); } else { OUT_BATCH((0 << BRW_VE0_INDEX_SHIFT) | BRW_VE0_VALID | (BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT) | (0 << BRW_VE0_SRC_OFFSET_SHIFT)); } OUT_BATCH((BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_1_FLT << BRW_VE1_COMPONENT_3_SHIFT)); CACHED_BATCH(); return; } /* Now emit VB and VEP state packets. */ if (brw->vb.nr_buffers) { BEGIN_BATCH(1 + 4*brw->vb.nr_buffers); OUT_BATCH((_3DSTATE_VERTEX_BUFFERS << 16) | (4*brw->vb.nr_buffers - 1)); for (i = 0; i < brw->vb.nr_buffers; i++) { struct brw_vertex_buffer *buffer = &brw->vb.buffers[i]; uint32_t dw0; if (intel->gen >= 6) { dw0 = GEN6_VB0_ACCESS_VERTEXDATA | (i << GEN6_VB0_INDEX_SHIFT); } else { dw0 = BRW_VB0_ACCESS_VERTEXDATA | (i << BRW_VB0_INDEX_SHIFT); } if (intel->gen >= 7) dw0 |= GEN7_VB0_ADDRESS_MODIFYENABLE; OUT_BATCH(dw0 | (buffer->stride << BRW_VB0_PITCH_SHIFT)); OUT_RELOC(buffer->bo, I915_GEM_DOMAIN_VERTEX, 0, buffer->offset); if (intel->gen >= 5) { OUT_RELOC(buffer->bo, I915_GEM_DOMAIN_VERTEX, 0, buffer->bo->size - 1); } else OUT_BATCH(0); OUT_BATCH(0); /* Instance data step rate */ brw->vb.current_buffers[i].handle = buffer->bo->handle; brw->vb.current_buffers[i].offset = buffer->offset; brw->vb.current_buffers[i].stride = buffer->stride; } brw->vb.nr_current_buffers = i; ADVANCE_BATCH(); } BEGIN_BATCH(1 + brw->vb.nr_enabled * 2); OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | (2*brw->vb.nr_enabled - 1)); for (i = 0; i < brw->vb.nr_enabled; i++) { struct brw_vertex_element *input = brw->vb.enabled[i]; uint32_t format = get_surface_type(input->glarray->Type, input->glarray->Size, input->glarray->Format, input->glarray->Normalized); uint32_t comp0 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp1 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp2 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp3 = BRW_VE1_COMPONENT_STORE_SRC; switch (input->glarray->Size) { case 0: comp0 = BRW_VE1_COMPONENT_STORE_0; case 1: comp1 = BRW_VE1_COMPONENT_STORE_0; case 2: comp2 = BRW_VE1_COMPONENT_STORE_0; case 3: comp3 = BRW_VE1_COMPONENT_STORE_1_FLT; break; } if (intel->gen >= 6) { OUT_BATCH((input->buffer << GEN6_VE0_INDEX_SHIFT) | GEN6_VE0_VALID | (format << BRW_VE0_FORMAT_SHIFT) | (input->offset << BRW_VE0_SRC_OFFSET_SHIFT)); } else { OUT_BATCH((input->buffer << BRW_VE0_INDEX_SHIFT) | BRW_VE0_VALID | (format << BRW_VE0_FORMAT_SHIFT) | (input->offset << BRW_VE0_SRC_OFFSET_SHIFT)); } if (intel->gen >= 5) OUT_BATCH((comp0 << BRW_VE1_COMPONENT_0_SHIFT) | (comp1 << BRW_VE1_COMPONENT_1_SHIFT) | (comp2 << BRW_VE1_COMPONENT_2_SHIFT) | (comp3 << BRW_VE1_COMPONENT_3_SHIFT)); else OUT_BATCH((comp0 << BRW_VE1_COMPONENT_0_SHIFT) | (comp1 << BRW_VE1_COMPONENT_1_SHIFT) | (comp2 << BRW_VE1_COMPONENT_2_SHIFT) | (comp3 << BRW_VE1_COMPONENT_3_SHIFT) | ((i * 4) << BRW_VE1_DST_OFFSET_SHIFT)); } CACHED_BATCH(); }