The other driver does this manually before calling into each tile, but we
can just let it get binned into the tiles (saving repeated kernel
validation on the packet).
Fixes simulator assertion failures on polygon-mode and non-auto texwrap.
*/
cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
+ /* Reset the current compressed primitives format. This gets modified
+ * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
+ * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
+ * of every tile.
+ */
+ cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
+ cl_u8(&vc4->bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
+ VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
+
vc4->needs_flush = true;
vc4->draw_call_queued = true;
}
#define VC4_RENDER_CONFIG_TILE_BUFFER_64BIT (1 << 1)
#define VC4_RENDER_CONFIG_MS_MODE_4X (1 << 0)
+#define VC4_PRIMITIVE_LIST_FORMAT_16_INDEX (1 << 4)
+#define VC4_PRIMITIVE_LIST_FORMAT_32_XY (3 << 4)
+#define VC4_PRIMITIVE_LIST_FORMAT_TYPE_POINTS (0 << 0)
+#define VC4_PRIMITIVE_LIST_FORMAT_TYPE_LINES (1 << 0)
+#define VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES (2 << 0)
+#define VC4_PRIMITIVE_LIST_FORMAT_TYPE_RHT (3 << 0)
enum vc4_texture_data_type {
VC4_TEXTURE_TYPE_RGBA8888 = 0,