#include "brw_state.h"
#include "brw_fallback.h"
#include "brw_vs.h"
-
+#include "brw_wm.h"
static void
dri_bo_release(dri_bo **bo)
brw_destroy_state(brw);
brw_draw_destroy( brw );
-
- _mesa_free(brw->wm.compile_data);
-
- brw_FrameBufferTexDestroy( brw );
+ brw_clear_validated_bos(brw);
+ if (brw->wm.compile_data) {
+ _mesa_free(brw->wm.compile_data->instruction);
+ _mesa_free(brw->wm.compile_data->vreg);
+ _mesa_free(brw->wm.compile_data->refs);
+ _mesa_free(brw->wm.compile_data->prog_instructions);
+ _mesa_free(brw->wm.compile_data);
+ }
for (i = 0; i < brw->state.nr_color_regions; i++)
intel_region_release(&brw->state.color_regions[i]);
{
struct brw_context *brw = brw_context(&intel->ctx);
- /* Check that we didn't just wrap our batchbuffer at a bad time. */
- assert(!brw->no_batch_wrap);
-
brw->curbe.need_new_bo = GL_TRUE;
/* Mark all context state as needing to be re-emitted.
brw_context(&intel->ctx)->state.dirty.brw |= BRW_NEW_FENCE;
}
-/* called from intelWaitForIdle() and intelFlush()
- *
- * For now, just flush everything. Could be smarter later.
- */
-static GLuint brw_flush_cmd( void )
-{
- struct brw_mi_flush flush;
- flush.opcode = CMD_MI_FLUSH;
- flush.pad = 0;
- flush.flags = BRW_FLUSH_STATE_CACHE;
- return *(GLuint *)&flush;
-}
-
-
static void brw_invalidate_state( struct intel_context *intel, GLuint new_state )
{
/* nothing */
brw->intel.vtbl.finish_batch = brw_finish_batch;
brw->intel.vtbl.destroy = brw_destroy_context;
brw->intel.vtbl.set_draw_region = brw_set_draw_region;
- brw->intel.vtbl.flush_cmd = brw_flush_cmd;
brw->intel.vtbl.debug_batch = brw_debug_batch;
}