diff options
author | Eric Anholt <[email protected]> | 2014-08-02 21:23:20 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-08-11 14:45:32 -0700 |
commit | b384d167334d871292e3ee22e86dde12dc4a8c60 (patch) | |
tree | 04b9aae015ea6fc353cb2d0e292cda829c895af8 /src/gallium | |
parent | 3aba1b124ffcd4b9a62cbf68744b5d9fe9424ea8 (diff) |
vc4: Drop VC4_PACKET_PRIMITIVE_LIST_FORMAT.
It's not relevant to our command streams any more.
v2: Fix indentation and a typo in the comment.
Diffstat (limited to 'src/gallium')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_draw.c | 3 | ||||
-rw-r--r-- | src/gallium/drivers/vc4/vc4_simulator_validate.c | 5 |
2 files changed, 4 insertions, 4 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c index 77bbecf2a4e..a76880cbb7f 100644 --- a/src/gallium/drivers/vc4/vc4_draw.c +++ b/src/gallium/drivers/vc4/vc4_draw.c @@ -71,9 +71,6 @@ vc4_start_draw(struct vc4_context *vc4) cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING); - cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT); - cl_u8(&vc4->bcl, 0x12); // 16 bit triangle - vc4->needs_flush = true; vc4->draw_call_queued = true; } diff --git a/src/gallium/drivers/vc4/vc4_simulator_validate.c b/src/gallium/drivers/vc4/vc4_simulator_validate.c index 234160d470b..241ca17f33f 100644 --- a/src/gallium/drivers/vc4/vc4_simulator_validate.c +++ b/src/gallium/drivers/vc4/vc4_simulator_validate.c @@ -567,7 +567,10 @@ static const struct cmd_info { [VC4_PACKET_GL_ARRAY_PRIMITIVE] = { 1, 1, 10, "Vertex Array Primitives", validate_gl_array_primitive }, - [VC4_PACKET_PRIMITIVE_LIST_FORMAT] = { 1, 1, 2, "primitive list format", NULL }, /* XXX: bin valid? */ + /* This is only used by clipped primitives (packets 48 and 49), which + * we don't support parsing yet. + */ + [VC4_PACKET_PRIMITIVE_LIST_FORMAT] = { 1, 1, 2, "primitive list format", NULL }, [VC4_PACKET_GL_SHADER_STATE] = { 1, 1, 5, "GL Shader State", validate_gl_shader_state }, [VC4_PACKET_NV_SHADER_STATE] = { 1, 1, 5, "NV Shader State", validate_nv_shader_state }, |