#define BRW_NEW_WM_SURFACES 0x1000
#define BRW_NEW_xxx 0x2000 /* was FENCE */
#define BRW_NEW_INDICES 0x4000
-#define BRW_NEW_VERTICES 0x8000
+
/**
* Used for any batch entry with a relocated pointer that will be used
* by any 3D rendering. Need to re-emit these fresh in each
struct brw_3d_primitive prim_packet;
int ret;
+ if (BRW_DEBUG & DEBUG_PRIMS)
+ debug_printf("%s start %d count %d indexed %d hw_prim %d\n",
+ __FUNCTION__, start, count, indexed, hw_prim);
+
prim_packet.header.opcode = CMD_3D_PRIM;
prim_packet.header.length = sizeof(prim_packet)/4 - 2;
prim_packet.header.pad = 0;
hw_prim = brw_set_prim(brw, mode);
if (BRW_DEBUG & DEBUG_PRIMS)
- debug_printf("PRIM: %s %d %d\n", u_prim_name(mode), start, count);
+ debug_printf("PRIM: %s start %d count %d index_buffer %p\n",
+ u_prim_name(mode), start, count, (void *)index_buffer);
/* Potentially trigger upload of new index buffer.
*
const struct brw_tracked_state brw_vertices = {
.dirty = {
- .mesa = PIPE_NEW_INDEX_RANGE,
- .brw = BRW_NEW_BATCH | BRW_NEW_VERTICES,
+ .mesa = (PIPE_NEW_INDEX_RANGE |
+ PIPE_NEW_VERTEX_BUFFER),
+ .brw = BRW_NEW_BATCH,
.cache = 0,
},
.prepare = brw_prepare_vertices,