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,
.key = {
/* do binning pass first: */
.binning_pass = true,
- .color_two_side = ctx->rasterizer ? ctx->rasterizer->light_twoside : false,
+ .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),
.fsaturate_t = fd3_ctx->fsaturate_t,
.fsaturate_r = fd3_ctx->fsaturate_r,
},
- .rasterflat = ctx->rasterizer && ctx->rasterizer->flatshade,
- .sprite_coord_enable = ctx->rasterizer ? ctx->rasterizer->sprite_coord_enable : 0,
- .sprite_coord_mode = ctx->rasterizer ? ctx->rasterizer->sprite_coord_mode : false,
+ .rasterflat = ctx->rasterizer->flatshade,
+ .sprite_coord_enable = ctx->rasterizer->sprite_coord_enable,
+ .sprite_coord_mode = ctx->rasterizer->sprite_coord_mode,
};
unsigned dirty;
.vtx = &fd3_ctx->solid_vbuf_state,
.prog = &ctx->solid_prog,
.key = {
- .half_precision = (fd3_half_precision(pfb->cbufs[0]) &&
- fd3_half_precision(pfb->cbufs[1]) &&
- fd3_half_precision(pfb->cbufs[2]) &&
- fd3_half_precision(pfb->cbufs[3])),
+ .half_precision = fd_half_precision(pfb),
},
};
A3XX_RB_STENCIL_CONTROL_ZFAIL_BF(STENCIL_KEEP));
}
- 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) |
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) |