X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Ffreedreno%2Fa4xx%2Ffd4_context.h;h=3ed1b201b08053b0b67c63be6acb0cc5c74fb0e8;hb=ee61790daf46d83d64288b99fb02f17070acb3dc;hp=0c1027d580499050135d33eff5105514dd3701c6;hpb=59f57289959702e528b68bdd0d06488089517a00;p=mesa.git diff --git a/src/gallium/drivers/freedreno/a4xx/fd4_context.h b/src/gallium/drivers/freedreno/a4xx/fd4_context.h index 0c1027d5804..3ed1b201b08 100644 --- a/src/gallium/drivers/freedreno/a4xx/fd4_context.h +++ b/src/gallium/drivers/freedreno/a4xx/fd4_context.h @@ -1,5 +1,3 @@ -/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ - /* * Copyright (C) 2014 Rob Clark * @@ -40,11 +38,6 @@ struct fd4_context { struct fd_context base; - /* Keep track of writes to RB_RENDER_CONTROL which need to be patched - * once we know whether or not to use GMEM, and GMEM tile pitch. - */ - struct util_dynarray rbrc_patches; - struct fd_bo *vs_pvt_mem, *fs_pvt_mem; /* This only needs to be 4 * num_of_pipes bytes (ie. 32 bytes). We @@ -54,26 +47,6 @@ struct fd4_context { */ struct fd_bo *vsc_size_mem; - /* vertex buf used for clear/gmem->mem vertices, and mem->gmem - * vertices: - */ - struct pipe_resource *solid_vbuf; - - /* vertex buf used for mem->gmem tex coords: - */ - struct pipe_resource *blit_texcoord_vbuf; - - /* vertex state for solid_vbuf: - * - solid_vbuf / 12 / R32G32B32_FLOAT - */ - struct fd_vertex_state solid_vbuf_state; - - /* vertex state for blit_prog: - * - blit_texcoord_vbuf / 8 / R32G32_FLOAT - * - solid_vbuf / 12 / R32G32B32_FLOAT - */ - struct fd_vertex_state blit_vbuf_state; - struct u_upload_mgr *border_color_uploader; struct pipe_resource *border_color_buf; @@ -90,6 +63,9 @@ struct fd4_context { */ uint16_t fsaturate_s, fsaturate_t, fsaturate_r; + /* bitmask of samplers which need astc srgb workaround: */ + uint16_t vastc_srgb, fastc_srgb; + /* some state changes require a different shader variant. Keep * track of this so we know when we need to re-emit shader state * due to variant change. See fixup_shader_state()