}
}
+static void gen7_emit_prim(struct brw_context *brw,
+ const struct _mesa_prim *prim,
+ uint32_t hw_prim)
+{
+ struct intel_context *intel = &brw->intel;
+ int verts_per_instance;
+ int vertex_access_type;
+ int start_vertex_location;
+ int base_vertex_location;
+
+ DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
+ prim->start, prim->count);
+
+ start_vertex_location = prim->start;
+ base_vertex_location = prim->basevertex;
+ if (prim->indexed) {
+ vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
+ start_vertex_location += brw->ib.start_vertex_offset;
+ base_vertex_location += brw->vb.start_vertex_bias;
+ } else {
+ vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
+ start_vertex_location += brw->vb.start_vertex_bias;
+ }
+
+ verts_per_instance = trim(prim->mode, prim->count);
+
+ /* If nothing to emit, just return. */
+ if (verts_per_instance == 0)
+ return;
+
+ /* If we're set to always flush, do it before and after the primitive emit.
+ * We want to catch both missed flushes that hurt instruction/state cache
+ * and missed flushes of the render cache as it heads to other parts of
+ * the besides the draw code.
+ */
+ if (intel->always_flush_cache) {
+ intel_batchbuffer_emit_mi_flush(intel);
+ }
+
+ BEGIN_BATCH(7);
+ OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
+ OUT_BATCH(hw_prim | vertex_access_type);
+ OUT_BATCH(verts_per_instance);
+ OUT_BATCH(start_vertex_location);
+ OUT_BATCH(1); // instance count
+ OUT_BATCH(0); // start instance location
+ OUT_BATCH(base_vertex_location);
+ ADVANCE_BATCH();
+
+ if (intel->always_flush_cache) {
+ intel_batchbuffer_emit_mi_flush(intel);
+ }
+}
+
+
static void brw_merge_inputs( struct brw_context *brw,
const struct gl_client_array *arrays[])
{
brw_upload_state(brw);
}
- brw_emit_prim(brw, &prim[i], hw_prim);
+ if (intel->gen >= 7)
+ gen7_emit_prim(brw, &prim[i], hw_prim);
+ else
+ brw_emit_prim(brw, &prim[i], hw_prim);
intel->no_batch_wrap = GL_FALSE;