0,
BRW_SURFACEFORMAT_R16_FLOAT,
BRW_SURFACEFORMAT_R16G16_FLOAT,
- 0, /* can't seem to render this one */
+ BRW_SURFACEFORMAT_R16G16B16A16_FLOAT,
BRW_SURFACEFORMAT_R16G16B16A16_FLOAT
};
brw->vb.upload.offset = 0;
if (brw->vb.upload.bo != NULL)
- dri_bo_unreference(brw->vb.upload.bo);
- brw->vb.upload.bo = dri_bo_alloc(brw->intel.bufmgr, "temporary VBO",
- size, 1);
+ drm_intel_bo_unreference(brw->vb.upload.bo);
+ brw->vb.upload.bo = drm_intel_bo_alloc(brw->intel.bufmgr, "temporary VBO",
+ size, 1);
}
static void get_space( struct brw_context *brw,
GLuint size,
- dri_bo **bo_return,
+ drm_intel_bo **bo_return,
GLuint *offset_return )
{
size = ALIGN(size, 64);
}
assert(*bo_return == NULL);
- dri_bo_reference(brw->vb.upload.bo);
+ drm_intel_bo_reference(brw->vb.upload.bo);
*bo_return = brw->vb.upload.bo;
*offset_return = brw->vb.upload.offset;
brw->vb.upload.offset += size;
static void brw_prepare_vertices(struct brw_context *brw)
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->intel.ctx;
struct intel_context *intel = intel_context(ctx);
GLbitfield vs_inputs = brw->vs.prog_data->inputs_read;
GLuint i;
intel_buffer_object(input->glarray->BufferObj);
/* Named buffer object: Just reference its contents directly. */
- dri_bo_unreference(input->bo);
+ drm_intel_bo_unreference(input->bo);
input->bo = intel_bufferobj_buffer(intel, intel_buffer,
INTEL_READ);
- dri_bo_reference(input->bo);
+ drm_intel_bo_reference(input->bo);
input->offset = (unsigned long)input->glarray->Ptr;
input->stride = input->glarray->StrideB;
input->count = input->glarray->_MaxElement;
*/
assert(input->offset < input->bo->size);
} else {
- input->count = input->glarray->StrideB ? max_index + 1 - min_index : 1;
+ input->count = input->glarray->StrideB ? max_index + 1 : 1;
if (input->bo != NULL) {
/* Already-uploaded vertex data is present from a previous
* prepare_vertices, but we had to re-validate state due to
}
upload[nr_uploads++] = input;
-
- /* We rebase drawing to start at element zero only when
- * varyings are not in vbos, which means we can end up
- * uploading non-varying arrays (stride != 0) when min_index
- * is zero. This doesn't matter as the amount to upload is
- * the same for these arrays whether the draw call is rebased
- * or not - we just have to upload the one element.
- */
- assert(min_index == 0 || input->glarray->StrideB == 0);
}
}
upload[i]->offset = upload[0]->offset +
((const unsigned char *)upload[i]->glarray->Ptr - ptr);
upload[i]->bo = upload[0]->bo;
- dri_bo_reference(upload[i]->bo);
+ drm_intel_bo_reference(upload[i]->bo);
}
}
else {
static void brw_emit_vertices(struct brw_context *brw)
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->intel.ctx;
struct intel_context *intel = intel_context(ctx);
GLuint i;
if (brw->vb.nr_enabled == 0) {
BEGIN_BATCH(3);
OUT_BATCH((CMD_VERTEX_ELEMENT << 16) | 1);
- if (IS_GEN6(intel->intelScreen->deviceID)) {
+ if (intel->gen >= 6) {
OUT_BATCH((0 << GEN6_VE0_INDEX_SHIFT) |
GEN6_VE0_VALID |
(BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT) |
OUT_RELOC(input->bo,
I915_GEM_DOMAIN_VERTEX, 0,
input->offset);
- if (intel->is_ironlake || intel->gen >= 6) {
+ if (intel->gen >= 5) {
OUT_RELOC(input->bo,
I915_GEM_DOMAIN_VERTEX, 0,
input->bo->size - 1);
break;
}
- if (IS_GEN6(intel->intelScreen->deviceID)) {
+ if (intel->gen >= 6) {
OUT_BATCH((i << GEN6_VE0_INDEX_SHIFT) |
GEN6_VE0_VALID |
(format << BRW_VE0_FORMAT_SHIFT) |
(0 << BRW_VE0_SRC_OFFSET_SHIFT));
}
- if (intel->is_ironlake || intel->gen >= 6)
+ if (intel->gen >= 5)
OUT_BATCH((comp0 << BRW_VE1_COMPONENT_0_SHIFT) |
(comp1 << BRW_VE1_COMPONENT_1_SHIFT) |
(comp2 << BRW_VE1_COMPONENT_2_SHIFT) |
static void brw_prepare_indices(struct brw_context *brw)
{
- GLcontext *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->intel.ctx;
struct intel_context *intel = &brw->intel;
const struct _mesa_index_buffer *index_buffer = brw->ib.ib;
GLuint ib_size;
- dri_bo *bo = NULL;
+ drm_intel_bo *bo = NULL;
struct gl_buffer_object *bufferobj;
GLuint offset;
GLuint ib_type_size;
get_space(brw, ib_size, &bo, &offset);
- dri_bo_subdata(bo, offset, ib_size, map);
+ drm_intel_bo_subdata(bo, offset, ib_size, map);
ctx->Driver.UnmapBuffer(ctx, GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobj);
} else {
bo = intel_bufferobj_buffer(intel, intel_buffer_object(bufferobj),
INTEL_READ);
- dri_bo_reference(bo);
+ drm_intel_bo_reference(bo);
/* Use CMD_3D_PRIM's start_vertex_offset to avoid re-uploading
* the index buffer state when we're just moving the start index