static void upload_sf_vp(struct brw_context *brw)
{
- struct intel_context *intel = &brw->intel;
- struct gl_context *ctx = &intel->ctx;
+ struct gl_context *ctx = &brw->ctx;
const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
struct brw_sf_viewport *sfv;
GLfloat y_scale, y_bias;
static void upload_sf_unit( struct brw_context *brw )
{
- struct intel_context *intel = &brw->intel;
- struct gl_context *ctx = &intel->ctx;
+ struct gl_context *ctx = &brw->ctx;
struct brw_sf_unit_state *sf;
drm_intel_bo *bo = brw->batch.bo;
int chipset_max_threads;
- bool render_to_fbo = _mesa_is_user_fbo(brw->intel.ctx.DrawBuffer);
+ bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
sf = brw_state_batch(brw, AUB_TRACE_SF_STATE,
sizeof(*sf), 64, &brw->sf.state_offset);
/* Each SF thread produces 1 PUE, and there can be up to 24 (Pre-Ironlake) or
* 48 (Ironlake) threads.
*/
- if (intel->gen == 5)
+ if (brw->gen == 5)
chipset_max_threads = 48;
else
chipset_max_threads = 24;