/* _BRW_NEW_VERTEX_PROGRAM */
const struct brw_vertex_program *vp =
brw_vertex_program_const(brw->vertex_program);
- /* CACHE_NEW_VS_PROG */
+ /* BRW_NEW_VS_PROG_DATA */
const struct brw_stage_prog_data *prog_data = &brw->vs.prog_data->base.base;
gen6_upload_push_constants(brw, &vp->program.Base, prog_data,
_NEW_TRANSFORM,
.brw = BRW_NEW_BATCH |
BRW_NEW_PUSH_CONSTANT_ALLOCATION |
- BRW_NEW_VERTEX_PROGRAM,
- .cache = CACHE_NEW_VS_PROG,
+ BRW_NEW_VERTEX_PROGRAM |
+ BRW_NEW_VS_PROG_DATA,
},
.emit = gen6_upload_vs_push_constants,
};
static void
upload_vs_state(struct brw_context *brw)
{
- struct gl_context *ctx = &brw->ctx;
const struct brw_stage_state *stage_state = &brw->vs.base;
uint32_t floating_point_mode = 0;
* flush can be executed by sending a PIPE_CONTROL command with CS
* stall bit set and a post sync operation.
*
- * Although we don't disable the VS during normal drawing, BLORP sometimes
- * disables it. To be safe, do the flush here just in case.
+ * We've already done such a flush at the start of state upload, so we
+ * don't need to do another one here.
*/
- intel_emit_post_sync_nonzero_flush(brw);
if (stage_state->push_const_size == 0) {
/* Disable the push constant buffers. */
ADVANCE_BATCH();
}
- /* Use ALT floating point mode for ARB vertex programs, because they
- * require 0^0 == 1.
- */
- if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] == NULL)
+ if (brw->vs.prog_data->base.base.use_alt_mode)
floating_point_mode = GEN6_VS_FLOATING_POINT_MODE_ALT;
BEGIN_BATCH(6);
* bug reports that led to this workaround, and may be more than
* what is strictly required to avoid the issue.
*/
- intel_emit_post_sync_nonzero_flush(brw);
brw_emit_pipe_control_flush(brw,
PIPE_CONTROL_DEPTH_STALL |
- PIPE_CONTROL_INSTRUCTION_FLUSH |
+ PIPE_CONTROL_INSTRUCTION_INVALIDATE |
PIPE_CONTROL_STATE_CACHE_INVALIDATE);
}
.brw = BRW_NEW_BATCH |
BRW_NEW_CONTEXT |
BRW_NEW_PUSH_CONSTANT_ALLOCATION |
- BRW_NEW_VERTEX_PROGRAM,
- .cache = CACHE_NEW_VS_PROG
+ BRW_NEW_VERTEX_PROGRAM |
+ BRW_NEW_VS_PROG_DATA,
},
.emit = upload_vs_state,
};