extern "C" {
void
-intel_hiz_exec(struct intel_context *intel, struct intel_mipmap_tree *mt,
+intel_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
unsigned int level, unsigned int layer, gen6_hiz_op op)
{
const char *opname = NULL;
__FUNCTION__, opname, mt, level, layer);
brw_hiz_op_params params(mt, level, layer, op);
- brw_blorp_exec(intel, ¶ms);
+ brw_blorp_exec(brw, ¶ms);
}
} /* extern "C" */
void
-brw_blorp_exec(struct intel_context *intel, const brw_blorp_params *params)
+brw_blorp_exec(struct brw_context *brw, const brw_blorp_params *params)
{
- struct brw_context *brw = brw_context(&intel->ctx);
-
- switch (intel->gen) {
+ switch (brw->gen) {
case 6:
- gen6_blorp_exec(intel, params);
+ gen6_blorp_exec(brw, params);
break;
case 7:
- gen7_blorp_exec(intel, params);
+ gen7_blorp_exec(brw, params);
break;
default:
/* BLORP is not supported before Gen6. */
break;
}
- if (unlikely(intel->always_flush_batch))
- intel_batchbuffer_flush(intel);
+ if (unlikely(brw->always_flush_batch))
+ intel_batchbuffer_flush(brw);
/* We've smashed all state compared to what the normal 3D pipeline
* rendering tracks for GL.
brw->state.dirty.brw = ~0;
brw->state.dirty.cache = ~0;
brw->state_batch_count = 0;
- intel->batch.need_workaround_flush = true;
+ brw->batch.need_workaround_flush = true;
/* Flush the sampler cache so any texturing from the destination is
* coherent.
*/
- intel_batchbuffer_emit_mi_flush(intel);
+ intel_batchbuffer_emit_mi_flush(brw);
}
brw_hiz_op_params::brw_hiz_op_params(struct intel_mipmap_tree *mt,