}
/* output the first 7 bytes of context */
+ dwords = 10;
if (drb)
- dwords += 2;
+ dwords += 6;
if (rrb)
- dwords += 2;
+ dwords += 6;
BEGIN_BATCH_NO_AUTOSTATE(dwords);
/* In the CS case we need to split this up */
if (rrb) {
OUT_BATCH(CP_PACKET0(RADEON_RB3D_COLOROFFSET, 0));
OUT_BATCH_RELOC(0, rrb->bo, 0, 0, RADEON_GEM_DOMAIN_VRAM, 0);
- }
- if (rrb) {
OUT_BATCH(CP_PACKET0(RADEON_RB3D_COLORPITCH, 0));
OUT_BATCH(cbpitch);
}
if (hastexture) {
OUT_BATCH(CP_PACKET0(RADEON_PP_TXOFFSET_0 + (24 * i), 0));
- if (t && t->mt && !t->image_override) {
+ if (t->mt && !t->image_override) {
if ((ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_CUBE_BIT)) {
lvl = &t->mt->levels[0];
OUT_BATCH_RELOC(lvl->faces[5].offset, t->mt->bo, lvl->faces[5].offset,
switch ( ctx->Visual.depthBits ) {
case 16:
rmesa->radeon.state.depth.clear = 0x0000ffff;
- rmesa->radeon.state.depth.scale = 1.0 / (GLfloat)0xffff;
rmesa->radeon.state.stencil.clear = 0x00000000;
break;
case 24:
rmesa->radeon.state.depth.clear = 0x00ffffff;
- rmesa->radeon.state.depth.scale = 1.0 / (GLfloat)0xffffff;
rmesa->radeon.state.stencil.clear = 0xffff0000;
break;
default:
break;
}
- /* Only have hw stencil when depth buffer is 24 bits deep */
- rmesa->radeon.state.stencil.hwBuffer = ( ctx->Visual.stencilBits > 0 &&
- ctx->Visual.depthBits == 24 );
-
rmesa->radeon.Fallback = 0;