static void
gen6_update_sol_surfaces(struct brw_context *brw)
{
- struct gl_context *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_TRANSFORM_FEEDBACK */
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
static void
brw_gs_upload_binding_table(struct brw_context *brw)
{
- struct gl_context *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
ctx->Shader.CurrentVertexProgram;
.emit = brw_gs_upload_binding_table,
};
-static void
-gen6_update_sol_indices(struct brw_context *brw)
-{
- struct intel_context *intel = &brw->intel;
-
- BEGIN_BATCH(4);
- OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
- OUT_BATCH(0);
- OUT_BATCH(brw->sol.svbi_0_starting_index); /* BRW_NEW_SOL_INDICES */
- OUT_BATCH(brw->sol.svbi_0_max_index); /* BRW_NEW_SOL_INDICES */
- ADVANCE_BATCH();
-}
-
-const struct brw_tracked_state gen6_sol_indices = {
- .dirty = {
- .mesa = 0,
- .brw = (BRW_NEW_CONTEXT |
- BRW_NEW_SOL_INDICES),
- .cache = 0
- },
- .emit = gen6_update_sol_indices,
-};
-
void
brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode,
struct gl_transform_feedback_object *obj)
{
struct brw_context *brw = brw_context(ctx);
- struct intel_context *intel = &brw->intel;
const struct gl_shader_program *vs_prog =
ctx->Shader.CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
+ assert(brw->gen == 6);
+
/* Compute the maximum number of vertices that we can write without
* overflowing any of the buffers currently being used for feedback.
*/
= _mesa_compute_max_transform_feedback_vertices(xfb_obj,
linked_xfb_info);
- /* Initialize the SVBI 0 register to zero and set the maximum index.
- * These values will be sent to the hardware on the next draw.
+ /* Initialize the SVBI 0 register to zero and set the maximum index. */
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
+ OUT_BATCH(0); /* SVBI 0 */
+ OUT_BATCH(0); /* starting index */
+ OUT_BATCH(max_index);
+ ADVANCE_BATCH();
+
+ /* Initialize the rest of the unused streams to sane values. Otherwise,
+ * they may indicate that there is no room to write data and prevent
+ * anything from happening at all.
*/
- brw->state.dirty.brw |= BRW_NEW_SOL_INDICES;
- brw->sol.svbi_0_starting_index = 0;
- brw->sol.svbi_0_max_index = max_index;
-
- if (intel->gen >= 7) {
- /* Reset the SOL buffer offset register. */
- for (int i = 0; i < 4; i++) {
- BEGIN_BATCH(3);
- OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2));
- OUT_BATCH(GEN7_SO_WRITE_OFFSET(i));
- OUT_BATCH(0);
- ADVANCE_BATCH();
- }
+ for (int i = 1; i < 4; i++) {
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
+ OUT_BATCH(i << SVB_INDEX_SHIFT);
+ OUT_BATCH(0); /* starting index */
+ OUT_BATCH(0xffffffff);
+ ADVANCE_BATCH();
}
}
* simplicity, just do a full flush.
*/
struct brw_context *brw = brw_context(ctx);
- struct intel_context *intel = &brw->intel;
- intel_batchbuffer_emit_mi_flush(intel);
+ intel_batchbuffer_emit_mi_flush(brw);
}