/* 3DSTATE_DEPTH_BUFFER */
{
- intel_emit_depth_stall_flushes(brw);
+ brw_emit_depth_stall_flushes(brw);
BEGIN_BATCH(7);
/* 3DSTATE_DEPTH_BUFFER dw0 */
gen6_blorp_emit_depth_disable(struct brw_context *brw,
const brw_blorp_params *params)
{
- intel_emit_depth_stall_flushes(brw);
+ brw_emit_depth_stall_flushes(brw);
BEGIN_BATCH(7);
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
OUT_BATCH(0);
- OUT_BATCH(((params->x1 - 1) & 0xffff) |
- ((params->y1 - 1) << 16));
+ OUT_BATCH(((MAX2(params->x1, params->x0) - 1) & 0xffff) |
+ ((MAX2(params->y1, params->y0) - 1) << 16));
OUT_BATCH(0);
ADVANCE_BATCH();
}
GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL);
OUT_BATCH(3); /* vertex count per instance */
OUT_BATCH(0);
- OUT_BATCH(1); /* instance count */
+ OUT_BATCH(params->num_layers); /* instance count */
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
uint32_t prog_offset = params->get_wm_prog(brw, &prog_data);
/* Emit workaround flushes when we switch from drawing to blorping. */
- intel_emit_post_sync_nonzero_flush(brw);
+ brw_emit_post_sync_nonzero_flush(brw);
gen6_emit_3dstate_multisample(brw, params->dst.num_samples);
gen6_emit_3dstate_sample_mask(brw,