if (rrb->bo->flags & RADEON_BO_FLAGS_MACRO_TILE)
cbpitch |= R300_COLOR_TILE_ENABLE;
- BEGIN_BATCH_NO_AUTOSTATE(6);
+ BEGIN_BATCH_NO_AUTOSTATE(8);
OUT_BATCH_REGSEQ(R300_RB3D_COLOROFFSET0, 1);
OUT_BATCH_RELOC(offset, rrb->bo, offset, 0, RADEON_GEM_DOMAIN_VRAM, 0);
OUT_BATCH_REGSEQ(R300_RB3D_COLORPITCH0, 1);
- OUT_BATCH(cbpitch);
+ OUT_BATCH_RELOC(cbpitch, rrb->bo, cbpitch, 0, RADEON_GEM_DOMAIN_VRAM, 0);
END_BATCH();
}
}
OUT_BATCH(atom->cmd[0]);
- atom->cmd[1] &= ~(3 << 0);
+ atom->cmd[1] &= ~0xf;
atom->cmd[1] |= format;
OUT_BATCH(atom->cmd[1]);
OUT_BATCH(atom->cmd[2]);
/* HW depth */
if (mask & BUFFER_BIT_DEPTH) {
- tri_mask |= BUFFER_BIT_DEPTH;
+ tri_mask |= BUFFER_BIT_DEPTH;
}
/* If we're doing a tri pass for depth/stencil, include a likely color