brw->screen = screen;
brw->bufmgr = screen->bufmgr;
- brw->has_llc = devinfo->has_llc;
brw->has_hiz = devinfo->has_hiz_and_separate_stencil;
brw->has_separate_stencil = devinfo->has_hiz_and_separate_stencil;
brw->has_pln = devinfo->has_pln;
bool has_hiz;
bool has_separate_stencil;
bool must_use_separate_stencil;
- bool has_llc;
bool has_swizzling;
bool has_surface_tile_offset;
bool has_compr4;
static void
intel_batchbuffer_reset_and_clear_render_cache(struct brw_context *brw)
{
- intel_batchbuffer_reset(&brw->batch, brw->bufmgr, brw->has_llc);
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
+
+ intel_batchbuffer_reset(&brw->batch, brw->bufmgr, devinfo->has_llc);
brw_render_cache_set_clear(brw);
}
struct intel_batchbuffer *batch = &brw->batch;
int ret = 0;
- if (brw->has_llc) {
+ if (devinfo->has_llc) {
brw_bo_unmap(batch->bo);
} else {
ret = brw_bo_subdata(batch->bo, 0, 4 * USED_BATCH(*batch), batch->map);
{
const struct gen_device_info *devinfo = &brw->screen->devinfo;
- if (brw->has_llc &&
+ if (devinfo->has_llc &&
/* It's probably not worth swapping to the blit ring because of
* all the overhead involved.
*/
* a 2D BGRA, RGBA, L8 or A8 texture. It could be generalized to support
* more types.
*/
- if (!brw->has_llc ||
+ if (!devinfo->has_llc ||
!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) ||
pixels == NULL ||
_mesa_is_bufferobj(pack->BufferObj) ||
* with _mesa_image_row_stride. However, before removing the restrictions
* we need tests.
*/
- if (!brw->has_llc ||
+ if (!devinfo->has_llc ||
!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) ||
!(texImage->TexObject->Target == GL_TEXTURE_2D ||
texImage->TexObject->Target == GL_TEXTURE_RECTANGLE) ||
* with _mesa_image_row_stride. However, before removing the restrictions
* we need tests.
*/
- if (!brw->has_llc ||
+ if (!devinfo->has_llc ||
!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) ||
!(texImage->TexObject->Target == GL_TEXTURE_2D ||
texImage->TexObject->Target == GL_TEXTURE_RECTANGLE) ||