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path: root/src/gallium/drivers/iris/iris_draw.c
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Diffstat (limited to 'src/gallium/drivers/iris/iris_draw.c')
-rw-r--r--src/gallium/drivers/iris/iris_draw.c148
1 files changed, 4 insertions, 144 deletions
diff --git a/src/gallium/drivers/iris/iris_draw.c b/src/gallium/drivers/iris/iris_draw.c
index 58b0187500e..afeb149c95b 100644
--- a/src/gallium/drivers/iris/iris_draw.c
+++ b/src/gallium/drivers/iris/iris_draw.c
@@ -31,152 +31,12 @@
#include "intel/compiler/brw_compiler.h"
#include "iris_context.h"
-#define __gen_address_type unsigned
-#define __gen_user_data void
-
-static uint64_t
-__gen_combine_address(void *user_data, void *location,
- unsigned address, uint32_t delta)
-{
- return delta;
-}
-
-#define __genxml_cmd_length(cmd) cmd ## _length
-#define __genxml_cmd_length_bias(cmd) cmd ## _length_bias
-#define __genxml_cmd_header(cmd) cmd ## _header
-#define __genxml_cmd_pack(cmd) cmd ## _pack
-
-#define iris_pack_command(cmd, dst, name) \
- for (struct cmd name = { __genxml_cmd_header(cmd) }, \
- *_dst = (void *)(dst); __builtin_expect(_dst != NULL, 1); \
- __genxml_cmd_pack(cmd)(NULL, (void *)dst, &name), \
- _dst = NULL)
-
-#define iris_pack_state(cmd, dst, name) \
- for (struct cmd name = {}, \
- *_dst = (void *)(dst); __builtin_expect(_dst != NULL, 1); \
- __genxml_cmd_pack(cmd)(NULL, (void *)_dst, &name), \
- _dst = NULL)
-
-#include "genxml/genX_pack.h"
-#include "genxml/gen_macros.h"
-
-static void
+void
iris_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info)
{
struct iris_context *ice = (struct iris_context *) ctx;
- iris_upload_render_state(ice, draw);
-
-#if 0
- l3 configuration
-
- 3DSTATE_VIEWPORT_STATE_POINTERS_CC - CC_VIEWPORT
- -> from iris_depth_stencil_alpha_state
-
- 3DSTATE_VIEWPORT_STATE_POINTERS_SF_CL - SF_CLIP_VIEWPORT
- -> pipe_viewport_state for matrix elements, guardband is calculated
- from those. can calculate screen space from matrix apparently...
-
- 3DSTATE_SCISSOR_STATE_POINTERS - SCISSOR_RECT
- -> from ice->state.scissors
-
- 3DSTATE_PUSH_CONSTANT_ALLOC_*
- 3DSTATE_URB_*
- -> TODO
-
- 3DSTATE_PS_BLEND
- 3DSTATE_BLEND_STATE_POINTERS - BLEND_STATE
- -> from iris_blend_state (most) + iris_depth_stencil_alpha_state
- (alpha test function/enable) + has writeable RT from ???????
-
- 3DSTATE_CC_STATE_POINTERS - COLOR_CALC_STATE
- -> from ice->state.blend_color + iris_depth_stencil_alpha_state
- (ref_value)
-
- 3DSTATE_CONSTANT_* - push constants
- -> TODO
-
- Surfaces:
- - pull constants
- - ubos/ssbos/abos
- - images
- - textures
- - render targets - write and read
- 3DSTATE_BINDING_TABLE_POINTERS_*
- -> TODO
-
- 3DSTATE_SAMPLER_STATE_POINTERS_*
- -> TODO
-
- 3DSTATE_MULTISAMPLE
- 3DSTATE_SAMPLE_MASK
-
- 3DSTATE_VS
- 3DSTATE_HS
- 3DSTATE_TE
- 3DSTATE_DS
- 3DSTATE_GS
- 3DSTATE_PS_EXTRA
- 3DSTATE_PS
- 3DSTATE_STREAMOUT
- 3DSTATE_SO_BUFFER
- 3DSTATE_SO_DECL_LIST
-
- 3DSTATE_CLIP
- -> iris_raster_state + ??? (Non-perspective Bary, ForceZeroRTAIndex)
-
- 3DSTATE_RASTER
- 3DSTATE_SF
- -> iris_raster_state
-
- 3DSTATE_WM
- -> iris_raster_state + FS state (barycentric, EDSC)
- 3DSTATE_SBE
- -> iris_raster_state (point sprite texture coordinate origin)
- -> bunch of shader state...
- 3DSTATE_SBE_SWIZ
- -> FS state
-
- 3DSTATE_DEPTH_BUFFER
- 3DSTATE_HIER_DEPTH_BUFFER
- 3DSTATE_STENCIL_BUFFER
- 3DSTATE_CLEAR_PARAMS
- -> iris_framebuffer_state?
-
- 3DSTATE_VF_TOPOLOGY
- -> pipe_draw_info (prim_mode)
- 3DSTATE_VF
- -> pipe_draw_info (restart_index, primitive_restart)
-
- 3DSTATE_INDEX_BUFFER
- -> pipe_draw_info (index)
- 3DSTATE_VERTEX_BUFFERS
- -> pipe_vertex_buffer (set_vertex_buffer hook)
- 3DSTATE_VERTEX_ELEMENTS
- -> iris_vertex_element
- 3DSTATE_VF_INSTANCING
- -> iris_vertex_element
- 3DSTATE_VF_SGVS
- -> TODO ???
- 3DSTATE_VF_COMPONENT_PACKING
- -> TODO ???
-
- 3DPRIMITIVE
- -> pipe_draw_info
-
- rare:
- 3DSTATE_POLY_STIPPLE_OFFSET
- 3DSTATE_POLY_STIPPLE_PATTERN
- -> ice->state.poly_stipple
- 3DSTATE_LINE_STIPPLE
- -> iris_raster_state
-
- once:
- 3DSTATE_AA_LINE_PARAMETERS
- 3DSTATE_WM_CHROMAKEY
- 3DSTATE_SAMPLE_PATTERN
- 3DSTATE_DRAWING_RECTANGLE
- 3DSTATE_WM_HZ_OP
-#endif
+ iris_update_compiled_shaders(ice);
+ //iris_upload_render_state(ice, &ice->batch, info);
+ iris_upload_render_state(ice, NULL, info);
}