upload_vs_state(struct brw_context *brw)
{
struct intel_context *intel = &brw->intel;
+ uint32_t floating_point_mode = 0;
BEGIN_BATCH(2);
OUT_BATCH(_3DSTATE_BINDING_TABLE_POINTERS_VS << 16 | (2 - 2));
- OUT_BATCH(brw->vs.bind_bo_offset);
+ OUT_BATCH(brw->bind.bo_offset);
+ ADVANCE_BATCH();
+
+ /* CACHE_NEW_SAMPLER */
+ BEGIN_BATCH(2);
+ OUT_BATCH(_3DSTATE_SAMPLER_STATE_POINTERS_VS << 16 | (2 - 2));
+ OUT_BATCH(brw->sampler.offset);
ADVANCE_BATCH();
if (brw->vs.push_const_size == 0) {
ADVANCE_BATCH();
}
+ /* Use ALT floating point mode for ARB vertex programs, because they
+ * require 0^0 == 1.
+ */
+ if (intel->ctx.Shader.CurrentVertexProgram == NULL)
+ floating_point_mode = GEN6_VS_FLOATING_POINT_MODE_ALT;
+
BEGIN_BATCH(6);
OUT_BATCH(_3DSTATE_VS << 16 | (6 - 2));
OUT_BATCH(brw->vs.prog_offset);
- OUT_BATCH((0 << GEN6_VS_SAMPLER_COUNT_SHIFT) |
- GEN6_VS_FLOATING_POINT_MODE_ALT |
- (brw->vs.nr_surfaces << GEN6_VS_BINDING_TABLE_ENTRY_COUNT_SHIFT));
- OUT_BATCH(0); /* scratch space base offset */
+ OUT_BATCH(floating_point_mode |
+ ((ALIGN(brw->sampler.count, 4)/4) << GEN6_VS_SAMPLER_COUNT_SHIFT));
+
+ if (brw->vs.prog_data->total_scratch) {
+ OUT_RELOC(brw->vs.scratch_bo,
+ I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
+ ffs(brw->vs.prog_data->total_scratch) - 11);
+ } else {
+ OUT_BATCH(0);
+ }
+
OUT_BATCH((1 << GEN6_VS_DISPATCH_START_GRF_SHIFT) |
(brw->vs.prog_data->urb_read_length << GEN6_VS_URB_READ_LENGTH_SHIFT) |
(0 << GEN6_VS_URB_ENTRY_READ_OFFSET_SHIFT));
- OUT_BATCH(((brw->vs_max_threads - 1) << GEN6_VS_MAX_THREADS_SHIFT) |
+ OUT_BATCH(((brw->max_vs_threads - 1) << GEN6_VS_MAX_THREADS_SHIFT) |
GEN6_VS_STATISTICS_ENABLE |
GEN6_VS_ENABLE);
ADVANCE_BATCH();
.dirty = {
.mesa = _NEW_TRANSFORM | _NEW_PROGRAM_CONSTANTS,
.brw = (BRW_NEW_CURBE_OFFSETS |
- BRW_NEW_NR_VS_SURFACES |
BRW_NEW_URB_FENCE |
BRW_NEW_CONTEXT |
BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_VS_BINDING_TABLE |
BRW_NEW_BATCH),
- .cache = CACHE_NEW_VS_PROG
+ .cache = CACHE_NEW_VS_PROG | CACHE_NEW_SAMPLER
},
.emit = upload_vs_state,
};