_loop_terminate = NULL; \
})) \
-#define cl_emit_prepacked(cl, packet) do { \
- memcpy((cl)->next, packet, sizeof(*packet)); \
- cl_advance(&(cl)->next, sizeof(*packet)); \
+#define cl_emit_prepacked_sized(cl, packet, size) do { \
+ memcpy((cl)->next, packet, size); \
+ cl_advance(&(cl)->next, size); \
} while (0)
+#define cl_emit_prepacked(cl, packet) \
+ cl_emit_prepacked_sized(cl, packet, sizeof(*(packet)))
+
#define v3dx_pack(packed, packet, name) \
for (struct cl_packet_struct(packet) name = { \
cl_packet_header(packet) \
float point_size;
- /**
- * Half-float (1/8/7 bits) value of polygon offset units for
- * VC5_PACKET_DEPTH_OFFSET
- */
- uint16_t offset_units;
- /**
- * The HW treats polygon offset units based on a Z24 buffer, so we
- * need to scale up offset_units if we're only Z16.
- */
- uint16_t z16_offset_units;
- /**
- * Half-float (1/8/7 bits) value of polygon offset scale for
- * VC5_PACKET_DEPTH_OFFSET
- */
- uint16_t offset_factor;
+ uint8_t depth_offset[9];
+ uint8_t depth_offset_z16[9];
};
struct v3d_depth_stencil_alpha_state {
if (v3d->dirty & VC5_DIRTY_RASTERIZER &&
v3d->rasterizer->base.offset_tri) {
- cl_emit(&job->bcl, DEPTH_OFFSET, depth) {
- depth.depth_offset_factor =
- v3d->rasterizer->offset_factor;
- if (job->zsbuf &&
- job->zsbuf->format == PIPE_FORMAT_Z16_UNORM) {
- depth.depth_offset_units =
- v3d->rasterizer->z16_offset_units;
- } else {
- depth.depth_offset_units =
- v3d->rasterizer->offset_units;
- }
+ if (job->zsbuf &&
+ job->zsbuf->format == PIPE_FORMAT_Z16_UNORM) {
+ cl_emit_prepacked_sized(&job->bcl,
+ v3d->rasterizer->depth_offset_z16,
+ cl_packet_length(DEPTH_OFFSET));
+ } else {
+ cl_emit_prepacked_sized(&job->bcl,
+ v3d->rasterizer->depth_offset,
+ cl_packet_length(DEPTH_OFFSET));
}
}
*/
so->point_size = MAX2(cso->point_size, .125f);
- if (cso->offset_tri) {
- so->offset_units = float_to_187_half(cso->offset_units);
- so->z16_offset_units = float_to_187_half(cso->offset_units * 256.0);
- so->offset_factor = float_to_187_half(cso->offset_scale);
+ STATIC_ASSERT(sizeof(so->depth_offset) >=
+ cl_packet_length(DEPTH_OFFSET));
+ v3dx_pack(&so->depth_offset, DEPTH_OFFSET, depth) {
+ depth.depth_offset_factor =
+ float_to_187_half(cso->offset_scale);
+ depth.depth_offset_units =
+ float_to_187_half(cso->offset_units);
+ }
+
+ /* The HW treats polygon offset units based on a Z24 buffer, so we
+ * need to scale up offset_units if we're only Z16.
+ */
+ v3dx_pack(&so->depth_offset_z16, DEPTH_OFFSET, depth) {
+ depth.depth_offset_factor =
+ float_to_187_half(cso->offset_scale);
+ depth.depth_offset_units =
+ float_to_187_half(cso->offset_units * 256.0);
}
return so;