v3d->dirty |= VC5_DIRTY_SAMPLE_STATE;
}
-static uint16_t
-float_to_187_half(float f)
-{
- return fui(f) >> 16;
-}
-
static void *
v3d_create_rasterizer_state(struct pipe_context *pctx,
const struct pipe_rasterizer_state *cso)
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);
+ depth.depth_offset_factor = cso->offset_scale;
+ depth.depth_offset_units = 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);
+ depth.depth_offset_factor = cso->offset_scale;
+ depth.depth_offset_units = cso->offset_units * 256.0;
}
return so;