#include "radeon/radeon_uvd.h"
#include "util/u_memory.h"
-#include "util/u_simple_shaders.h"
#include "vl/vl_decoder.h"
/*
si_release_all_descriptors(sctx);
+ pipe_resource_reference(&sctx->esgs_ring, NULL);
+ pipe_resource_reference(&sctx->gsvs_ring, NULL);
pipe_resource_reference(&sctx->null_const_buf.buffer, NULL);
r600_resource_reference(&sctx->border_color_table, NULL);
if (sctx->dummy_pixel_shader) {
sctx->b.b.delete_fs_state(&sctx->b.b, sctx->dummy_pixel_shader);
}
- for (int i = 0; i < 8; i++) {
- sctx->b.b.delete_depth_stencil_alpha_state(&sctx->b.b, sctx->custom_dsa_flush_depth_stencil[i]);
- sctx->b.b.delete_depth_stencil_alpha_state(&sctx->b.b, sctx->custom_dsa_flush_depth[i]);
- sctx->b.b.delete_depth_stencil_alpha_state(&sctx->b.b, sctx->custom_dsa_flush_stencil[i]);
- }
- sctx->b.b.delete_depth_stencil_alpha_state(&sctx->b.b, sctx->custom_dsa_flush_inplace);
+ sctx->b.b.delete_depth_stencil_alpha_state(&sctx->b.b, sctx->custom_dsa_flush);
sctx->b.b.delete_blend_state(&sctx->b.b, sctx->custom_blend_resolve);
sctx->b.b.delete_blend_state(&sctx->b.b, sctx->custom_blend_decompress);
sctx->b.b.delete_blend_state(&sctx->b.b, sctx->custom_blend_fastclear);
}
sctx->b.rings.gfx.cs = ws->cs_create(ws, RING_GFX, si_context_gfx_flush,
- sctx, NULL);
+ sctx, sscreen->b.trace_bo ?
+ sscreen->b.trace_bo->cs_buf : NULL);
sctx->b.rings.gfx.flush = si_context_gfx_flush;
si_init_all_descriptors(sctx);
goto fail;
}
+ if (sscreen->b.debug_flags & DBG_FORCE_DMA)
+ sctx->b.b.resource_copy_region = sctx->b.dma_copy;
+
sctx->blitter = util_blitter_create(&sctx->b.b);
if (sctx->blitter == NULL)
goto fail;
sctx->blitter->draw_rectangle = r600_draw_rectangle;
- sctx->dummy_pixel_shader =
- util_make_fragment_cloneinput_shader(&sctx->b.b, 0,
- TGSI_SEMANTIC_GENERIC,
- TGSI_INTERPOLATE_CONSTANT);
- sctx->b.b.bind_fs_state(&sctx->b.b, sctx->dummy_pixel_shader);
-
/* these must be last */
si_begin_new_cs(sctx);
r600_query_init_backend_mask(&sctx->b); /* this emits commands and must be last */
case PIPE_CAP_TEXTURE_GATHER_OFFSETS:
case PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION:
case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE:
+ case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
+ case PIPE_CAP_SAMPLER_VIEW_TARGET:
return 0;
case PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK:
case PIPE_CAP_MAX_VERTEX_STREAMS:
return 1;
+ case PIPE_CAP_MAX_VERTEX_ATTRIB_STRIDE:
+ return 2048;
+
/* Texturing. */
case PIPE_CAP_MAX_TEXTURE_2D_LEVELS:
case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS: