const struct pipe_draw_info *info = emit->info;
enum pc_di_primtype primtype = ctx->primtypes[info->mode];
+ if (!(fd3_emit_get_vp(emit) && fd3_emit_get_fp(emit)))
+ return;
+
fd3_emit_state(ctx, ring, emit);
if (emit->dirty & (FD_DIRTY_VTXBUF | FD_DIRTY_VTXSTATE))
OUT_RING(ring, info->primitive_restart ? /* PC_RESTART_INDEX */
info->restart_index : 0xffffffff);
- if (ctx->rasterizer && ctx->rasterizer->point_size_per_vertex &&
- info->mode == PIPE_PRIM_POINTS)
- primtype = DI_PT_POINTLIST_A2XX;
+ if (ctx->rasterizer->point_size_per_vertex &&
+ (info->mode == PIPE_PRIM_POINTS))
+ primtype = DI_PT_POINTLIST_PSIZE;
fd_draw_emit(ctx, ring,
primtype,
if (last_key->has_per_samp || key->has_per_samp) {
if ((last_key->vsaturate_s != key->vsaturate_s) ||
(last_key->vsaturate_t != key->vsaturate_t) ||
- (last_key->vsaturate_r != key->vsaturate_r) ||
- (last_key->vinteger_s != key->vinteger_s))
+ (last_key->vsaturate_r != key->vsaturate_r))
ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
if ((last_key->fsaturate_s != key->fsaturate_s) ||
(last_key->fsaturate_t != key->fsaturate_t) ||
- (last_key->fsaturate_r != key->fsaturate_r) ||
- (last_key->finteger_s != key->finteger_s))
+ (last_key->fsaturate_r != key->fsaturate_r))
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
}
if (last_key->half_precision != key->half_precision)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
- if (last_key->alpha != key->alpha)
- ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
-
fd3_ctx->last_key = *key;
}
}
fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
{
struct fd3_context *fd3_ctx = fd3_context(ctx);
- struct pipe_framebuffer_state *pfb = &ctx->framebuffer;
struct fd3_emit emit = {
.vtx = &ctx->vtx,
.prog = &ctx->prog,
.key = {
/* do binning pass first: */
.binning_pass = true,
- .color_two_side = ctx->rasterizer ? ctx->rasterizer->light_twoside : false,
- .alpha = util_format_is_alpha(pipe_surface_format(pfb->cbufs[0])),
+ .color_two_side = ctx->rasterizer->light_twoside,
// TODO set .half_precision based on render target format,
// ie. float16 and smaller use half, float32 use full..
.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
- .has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate ||
- fd3_ctx->vinteger_s || fd3_ctx->finteger_s),
+ .has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate),
.vsaturate_s = fd3_ctx->vsaturate_s,
.vsaturate_t = fd3_ctx->vsaturate_t,
.vsaturate_r = fd3_ctx->vsaturate_r,
.fsaturate_s = fd3_ctx->fsaturate_s,
.fsaturate_t = fd3_ctx->fsaturate_t,
.fsaturate_r = fd3_ctx->fsaturate_r,
- .vinteger_s = fd3_ctx->vinteger_s,
- .finteger_s = fd3_ctx->finteger_s,
},
- .format = pipe_surface_format(pfb->cbufs[0]),
- .rasterflat = ctx->rasterizer && ctx->rasterizer->flatshade,
- .sprite_coord_enable = ctx->rasterizer ? ctx->rasterizer->sprite_coord_enable : 0,
+ .rasterflat = ctx->rasterizer->flatshade,
+ .sprite_coord_enable = ctx->rasterizer->sprite_coord_enable,
+ .sprite_coord_mode = ctx->rasterizer->sprite_coord_mode,
};
unsigned dirty;
{
struct fd3_context *fd3_ctx = fd3_context(ctx);
struct pipe_framebuffer_state *pfb = &ctx->framebuffer;
- enum pipe_format format = pipe_surface_format(pfb->cbufs[0]);
struct fd_ringbuffer *ring = ctx->ring;
unsigned dirty = ctx->dirty;
- unsigned ce, i;
+ unsigned i;
struct fd3_emit emit = {
.vtx = &fd3_ctx->solid_vbuf_state,
.prog = &ctx->solid_prog,
.key = {
- .half_precision = fd3_half_precision(format),
+ .half_precision = fd_half_precision(pfb),
},
- .format = format,
};
dirty &= FD_DIRTY_FRAMEBUFFER | FD_DIRTY_SCISSOR;
A3XX_RB_STENCIL_CONTROL_ZFAIL_BF(STENCIL_KEEP));
}
- if (buffers & PIPE_CLEAR_COLOR) {
- ce = 0xf;
- } else {
- ce = 0x0;
- }
-
- for (i = 0; i < 4; i++) {
+ for (i = 0; i < A3XX_MAX_RENDER_TARGETS; i++) {
OUT_PKT0(ring, REG_A3XX_RB_MRT_CONTROL(i), 1);
OUT_RING(ring, A3XX_RB_MRT_CONTROL_ROP_CODE(ROP_COPY) |
A3XX_RB_MRT_CONTROL_DITHER_MODE(DITHER_ALWAYS) |
- A3XX_RB_MRT_CONTROL_COMPONENT_ENABLE(ce));
+ COND(buffers & (PIPE_CLEAR_COLOR0 << i),
+ A3XX_RB_MRT_CONTROL_COMPONENT_ENABLE(0xf)));
OUT_PKT0(ring, REG_A3XX_RB_MRT_BLEND_CONTROL(i), 1);
OUT_RING(ring, A3XX_RB_MRT_BLEND_CONTROL_RGB_SRC_FACTOR(FACTOR_ONE) |
fd3_emit_vertex_bufs(ring, &emit);
- fd3_emit_constant(ring, SB_FRAG_SHADER, 0, 0, 4, color->ui, NULL);
+ fd3_emit_const(ring, SHADER_FRAGMENT, 0, 0, 4, color->ui, NULL);
OUT_PKT0(ring, REG_A3XX_PC_PRIM_VTX_CNTL, 1);
OUT_RING(ring, A3XX_PC_PRIM_VTX_CNTL_STRIDE_IN_VPC(0) |