#include "core/ilo_builder_render.h"
#include "ilo_blitter.h"
+#include "ilo_resource.h"
#include "ilo_shader.h"
#include "ilo_state.h"
#include "ilo_render_gen.h"
/* 3DSTATE_PS */
if (DIRTY(FS) || r->instruction_bo_changed)
- gen8_3DSTATE_PS(r->builder, &cso->ps, kernel_offset);
+ gen8_3DSTATE_PS(r->builder, &cso->ps, kernel_offset, r->fs_scratch.bo);
/* 3DSTATE_PS_EXTRA */
if (DIRTY(FS))
if (session->vf_delta.dirty & ILO_STATE_VF_3DSTATE_VERTEX_ELEMENTS)
gen6_3DSTATE_VERTEX_ELEMENTS(r->builder, &vec->ve->vf);
- gen8_3DSTATE_VF_TOPOLOGY(r->builder,
- gen6_3d_translate_pipe_prim(vec->draw->mode));
+ gen8_3DSTATE_VF_TOPOLOGY(r->builder, vec->draw_info.topology);
if (session->vf_delta.dirty & ILO_STATE_VF_3DSTATE_VF_INSTANCING) {
const uint8_t attr_count = ilo_state_vf_get_attr_count(&vec->ve->vf);
gen6_draw_sf_rect(render, vec, session);
gen8_draw_vf(render, vec, session);
- ilo_render_3dprimitive(render, vec->draw, &vec->ib);
+ ilo_render_3dprimitive(render, &vec->draw_info);
}
int