return;
}
- vc4_start_draw(vc4);
- vc4_update_compiled_shaders(vc4, info->mode);
-
- vc4_emit_state(pctx);
-
- /* the actual draw call. */
struct vc4_vertex_stateobj *vtx = vc4->vtx;
struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
- cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
- assert(vtx->num_elements <= 8);
- /* Note that number of attributes == 0 in the packet means 8
- * attributes. This field also contains the offset into shader_rec.
- */
- cl_u32(&vc4->bcl, vtx->num_elements & 0x7);
- /* Note that the primitive type fields match with OpenGL/gallium
- * definitions, up to but not including QUADS.
- */
- if (info->indexed) {
- struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
-
- assert(vc4->indexbuf.index_size == 1 ||
- vc4->indexbuf.index_size == 2);
-
- cl_start_reloc(&vc4->bcl, 1);
- cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
- cl_u8(&vc4->bcl,
- info->mode |
- (vc4->indexbuf.index_size == 2 ?
- VC4_INDEX_BUFFER_U16:
- VC4_INDEX_BUFFER_U8));
- cl_u32(&vc4->bcl, info->count);
- cl_reloc(vc4, &vc4->bcl, rsc->bo, vc4->indexbuf.offset);
- cl_u32(&vc4->bcl, info->max_index);
- } else {
- cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
- cl_u8(&vc4->bcl, info->mode);
- cl_u32(&vc4->bcl, info->count);
- cl_u32(&vc4->bcl, info->start);
- }
+ vc4_start_draw(vc4);
+ vc4_update_compiled_shaders(vc4, info->mode);
-// Shader Record
+ vc4_emit_state(pctx);
vc4_write_uniforms(vc4, vc4->prog.fs,
&vc4->constbuf[PIPE_SHADER_FRAGMENT],
&vc4->verttex,
1);
+ /* Emit the shader record. */
cl_start_shader_reloc(&vc4->shader_rec, 3 + vtx->num_elements);
cl_u16(&vc4->shader_rec,
VC4_SHADER_FLAG_ENABLE_CLIPPING |
cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */
}
+ /* the actual draw call. */
+ cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
+ assert(vtx->num_elements <= 8);
+ /* Note that number of attributes == 0 in the packet means 8
+ * attributes. This field also contains the offset into shader_rec.
+ */
+ cl_u32(&vc4->bcl, vtx->num_elements & 0x7);
+
+ /* Note that the primitive type fields match with OpenGL/gallium
+ * definitions, up to but not including QUADS.
+ */
+ if (info->indexed) {
+ struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
+
+ assert(vc4->indexbuf.index_size == 1 ||
+ vc4->indexbuf.index_size == 2);
+
+ cl_start_reloc(&vc4->bcl, 1);
+ cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
+ cl_u8(&vc4->bcl,
+ info->mode |
+ (vc4->indexbuf.index_size == 2 ?
+ VC4_INDEX_BUFFER_U16:
+ VC4_INDEX_BUFFER_U8));
+ cl_u32(&vc4->bcl, info->count);
+ cl_reloc(vc4, &vc4->bcl, rsc->bo, vc4->indexbuf.offset);
+ cl_u32(&vc4->bcl, info->max_index);
+ } else {
+ cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
+ cl_u8(&vc4->bcl, info->mode);
+ cl_u32(&vc4->bcl, info->count);
+ cl_u32(&vc4->bcl, info->start);
+ }
+
if (vc4->zsa && vc4->zsa->base.depth.enabled) {
vc4->resolve |= PIPE_CLEAR_DEPTH;
}