#define _3DSTATE_SAMPLE_MASK 0x7818 /* GEN6+ */
-#define CMD_DRAW_RECT 0x7900
-#define CMD_BLEND_CONSTANT_COLOR 0x7901
-#define CMD_CHROMA_KEY 0x7904
-#define CMD_DEPTH_BUFFER 0x7905
-#define CMD_POLY_STIPPLE_OFFSET 0x7906
-#define CMD_POLY_STIPPLE_PATTERN 0x7907
-#define CMD_LINE_STIPPLE_PATTERN 0x7908
-#define CMD_GLOBAL_DEPTH_OFFSET_CLAMP 0x7909
-#define CMD_AA_LINE_PARAMETERS 0x790a
-
-#define CMD_GS_SVB_INDEX 0x790b /* CTG+ */
+#define _3DSTATE_DRAWING_RECTANGLE 0x7900
+#define _3DSTATE_BLEND_CONSTANT_COLOR 0x7901
+#define _3DSTATE_CHROMA_KEY 0x7904
+#define _3DSTATE_DEPTH_BUFFER 0x7905
+#define _3DSTATE_POLY_STIPPLE_OFFSET 0x7906
+#define _3DSTATE_POLY_STIPPLE_PATTERN 0x7907
+#define _3DSTATE_LINE_STIPPLE_PATTERN 0x7908
+#define _3DSTATE_GLOBAL_DEPTH_OFFSET_CLAMP 0x7909
+#define _3DSTATE_AA_LINE_PARAMETERS 0x790a /* G45+ */
+
+#define _3DSTATE_GS_SVB_INDEX 0x790b /* CTG+ */
/* DW1 */
# define SVB_INDEX_SHIFT 29
# define SVB_LOAD_INTERNAL_VERTEX_COUNT (1 << 0) /* SNB+ */
# define MS_NUMSAMPLES_4 (2 << 1)
# define MS_NUMSAMPLES_8 (3 << 1)
-#define CMD_3D_CLEAR_PARAMS 0x7910 /* ILK+ */
+#define _3DSTATE_CLEAR_PARAMS 0x7910 /* ILK+ */
# define DEPTH_CLEAR_VALID (1 << 15)
/* DW1: depth clear value */
if (region == NULL) {
BEGIN_BATCH(len);
- OUT_BATCH(CMD_DEPTH_BUFFER << 16 | (len - 2));
+ OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (len - 2));
OUT_BATCH((BRW_DEPTHFORMAT_D32_FLOAT << 18) |
(BRW_SURFACE_NULL << 29));
OUT_BATCH(0);
assert(region->tiling != I915_TILING_NONE);
BEGIN_BATCH(len);
- OUT_BATCH(CMD_DEPTH_BUFFER << 16 | (len - 2));
+ OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (len - 2));
OUT_BATCH(((region->pitch * region->cpp) - 1) |
(format << 18) |
(BRW_TILEWALK_YMAJOR << 26) |
/* Initialize it for safety. */
if (intel->gen >= 6) {
BEGIN_BATCH(2);
- OUT_BATCH(CMD_3D_CLEAR_PARAMS << 16 | (2 - 2));
+ OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 | (2 - 2));
OUT_BATCH(0);
ADVANCE_BATCH();
}
return;
memset(&bps, 0, sizeof(bps));
- bps.header.opcode = CMD_POLY_STIPPLE_PATTERN;
+ bps.header.opcode = _3DSTATE_POLY_STIPPLE_PATTERN;
bps.header.length = sizeof(bps)/4-2;
/* Polygon stipple is provided in OpenGL order, i.e. bottom
return;
memset(&bpso, 0, sizeof(bpso));
- bpso.header.opcode = CMD_POLY_STIPPLE_OFFSET;
+ bpso.header.opcode = _3DSTATE_POLY_STIPPLE_OFFSET;
bpso.header.length = sizeof(bpso)/4-2;
/* If we're drawing to a system window (ctx->DrawBuffer->Name == 0),
/* use legacy aa line coverage computation */
memset(&balp, 0, sizeof(balp));
- balp.header.opcode = CMD_AA_LINE_PARAMETERS;
+ balp.header.opcode = _3DSTATE_AA_LINE_PARAMETERS;
balp.header.length = sizeof(balp) / 4 - 2;
BRW_CACHED_BATCH_STRUCT(brw, &balp);
return;
memset(&bls, 0, sizeof(bls));
- bls.header.opcode = CMD_LINE_STIPPLE_PATTERN;
+ bls.header.opcode = _3DSTATE_LINE_STIPPLE_PATTERN;
bls.header.length = sizeof(bls)/4 - 2;
bls.bits0.pattern = ctx->Line.StipplePattern;
/* Disable depth offset clamping.
*/
- gdo.header.opcode = CMD_GLOBAL_DEPTH_OFFSET_CLAMP;
+ gdo.header.opcode = _3DSTATE_GLOBAL_DEPTH_OFFSET_CLAMP;
gdo.header.length = sizeof(gdo)/4 - 2;
gdo.depth_offset_clamp = 0.0;
for (i = 0; i < 4; i++) {
BEGIN_BATCH(4);
- OUT_BATCH(CMD_GS_SVB_INDEX << 16 | (4 - 2));
+ OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
OUT_BATCH(i << SVB_INDEX_SHIFT);
OUT_BATCH(0);
OUT_BATCH(0xffffffff);