static void
brw_initialize_context_constants(struct brw_context *brw)
{
- struct intel_context *intel = &brw->intel;
- struct gl_context *ctx = &intel->ctx;
+ struct gl_context *ctx = &brw->ctx;
ctx->Const.QueryCounterBits.Timestamp = 36;
ctx->Const.MaxPointSizeAA = 255.0;
ctx->Const.PointSizeGranularity = 1.0;
- if (brw->gen >= 6)
+ if (brw->gen >= 5 || brw->is_g4x)
ctx->Const.MaxClipPlanes = 8;
ctx->Const.VertexProgram.MaxNativeInstructions = 16 * 1024;
driQueryOptionb(&brw->optionCache, "disable_glsl_line_continuations");
/* We want the GLSL compiler to emit code that uses condition codes */
- for (int i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
+ for (int i = 0; i < MESA_SHADER_TYPES; i++) {
ctx->ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
ctx->ShaderCompilerOptions[i].EmitCondCodes = true;
ctx->ShaderCompilerOptions[i].EmitNoNoise = true;
brwInitDriverFunctions(screen, &functions);
- struct intel_context *intel = &brw->intel;
- struct gl_context *ctx = &intel->ctx;
+ struct gl_context *ctx = &brw->ctx;
if (!intelInitContext( brw, api, major_version, minor_version,
mesaVis, driContextPriv,
if (brw->gt == 1) {
brw->max_wm_threads = 102;
brw->max_vs_threads = 70;
+ brw->max_gs_threads = 70;
brw->urb.size = 128;
brw->urb.max_vs_entries = 640;
brw->urb.max_gs_entries = 256;
} else if (brw->gt == 2) {
brw->max_wm_threads = 204;
brw->max_vs_threads = 280;
+ brw->max_gs_threads = 256;
brw->urb.size = 256;
brw->urb.max_vs_entries = 1664;
brw->urb.max_gs_entries = 640;
} else if (brw->gt == 3) {
brw->max_wm_threads = 408;
brw->max_vs_threads = 280;
+ brw->max_gs_threads = 256;
brw->urb.size = 512;
brw->urb.max_vs_entries = 1664;
brw->urb.max_gs_entries = 640;
brw_init_state( brw );
- brw->curbe.last_buf = calloc(1, 4096);
- brw->curbe.next_buf = calloc(1, 4096);
+ if (brw->gen < 6) {
+ brw->curbe.last_buf = calloc(1, 4096);
+ brw->curbe.next_buf = calloc(1, 4096);
+ }
brw->state.dirty.mesa = ~0;
brw->state.dirty.brw = ~0;
+ /* Make sure that brw->state.dirty.brw has enough bits to hold all possible
+ * dirty flags.
+ */
+ STATIC_ASSERT(BRW_NUM_STATE_BITS <= 8 * sizeof(brw->state.dirty.brw));
+
brw->emit_state_always = 0;
brw->batch.need_workaround_flush = true;
}
brw_fs_alloc_reg_sets(brw);
+ brw_vec4_alloc_reg_set(brw);
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
brw_init_shader_time(brw);