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Diffstat (limited to 'lib/rendercopy_gen9.c')
-rw-r--r--lib/rendercopy_gen9.c58
1 files changed, 29 insertions, 29 deletions
diff --git a/lib/rendercopy_gen9.c b/lib/rendercopy_gen9.c
index d9e7eaf9..0ed89776 100644
--- a/lib/rendercopy_gen9.c
+++ b/lib/rendercopy_gen9.c
@@ -237,11 +237,11 @@ gen8_create_sampler(struct intel_batchbuffer *batch) {
annotation_add_state(&aub_annotations, AUB_TRACE_SAMPLER_STATE,
offset, sizeof(*ss));
- ss->ss0.min_filter = GEN6_MAPFILTER_NEAREST;
- ss->ss0.mag_filter = GEN6_MAPFILTER_NEAREST;
- ss->ss3.r_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
- ss->ss3.s_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
- ss->ss3.t_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
+ ss->ss0.min_filter = GEN4_MAPFILTER_NEAREST;
+ ss->ss0.mag_filter = GEN4_MAPFILTER_NEAREST;
+ ss->ss3.r_wrap_mode = GEN4_TEXCOORDMODE_CLAMP;
+ ss->ss3.s_wrap_mode = GEN4_TEXCOORDMODE_CLAMP;
+ ss->ss3.t_wrap_mode = GEN4_TEXCOORDMODE_CLAMP;
/* I've experimented with non-normalized coordinates and using the LD
* sampler fetch, but couldn't make it work. */
@@ -322,18 +322,18 @@ gen6_emit_vertex_elements(struct intel_batchbuffer *batch) {
* dword 4-7: position (x, y, 0, 1.0),
* dword 8-11: texture coordinate 0 (u0, v0, 0, 1.0)
*/
- OUT_BATCH(GEN6_3DSTATE_VERTEX_ELEMENTS | (3 * 2 + 1 - 2));
+ OUT_BATCH(GEN4_3DSTATE_VERTEX_ELEMENTS | (3 * 2 + 1 - 2));
/* Element state 0. These are 4 dwords of 0 required for the VUE format.
* We don't really know or care what they do.
*/
- OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
+ OUT_BATCH(0 << GEN6_VE0_VERTEX_BUFFER_INDEX_SHIFT | GEN6_VE0_VALID |
SURFACEFORMAT_R32G32B32A32_FLOAT << VE0_FORMAT_SHIFT |
0 << VE0_OFFSET_SHIFT); /* we specify 0, but it's really does not exist */
- OUT_BATCH(GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_0_SHIFT |
- GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_1_SHIFT |
- GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
- GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_3_SHIFT);
+ OUT_BATCH(GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_0_SHIFT |
+ GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_1_SHIFT |
+ GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
+ GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_3_SHIFT);
/* Element state 1 - Our "destination" vertices. These are passed down
* through the pipeline, and eventually make it to the pixel shader as
@@ -341,25 +341,25 @@ gen6_emit_vertex_elements(struct intel_batchbuffer *batch) {
* signed/scaled because of gen6 rendercopy. I see no particular reason
* for doing this though.
*/
- OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
+ OUT_BATCH(0 << GEN6_VE0_VERTEX_BUFFER_INDEX_SHIFT | GEN6_VE0_VALID |
SURFACEFORMAT_R16G16_SSCALED << VE0_FORMAT_SHIFT |
0 << VE0_OFFSET_SHIFT); /* offsets vb in bytes */
- OUT_BATCH(GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
- GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
- GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
- GEN6_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
+ OUT_BATCH(GEN4_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
+ GEN4_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
+ GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
+ GEN4_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
/* Element state 2. Last but not least we store the U,V components as
* normalized floats. These will be used in the pixel shader to sample
* from the source buffer.
*/
- OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
+ OUT_BATCH(0 << GEN6_VE0_VERTEX_BUFFER_INDEX_SHIFT | GEN6_VE0_VALID |
SURFACEFORMAT_R32G32_FLOAT << VE0_FORMAT_SHIFT |
4 << VE0_OFFSET_SHIFT); /* offset vb in bytes */
- OUT_BATCH(GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
- GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
- GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
- GEN6_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
+ OUT_BATCH(GEN4_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
+ GEN4_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
+ GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
+ GEN4_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
}
/*
@@ -370,8 +370,8 @@ gen6_emit_vertex_elements(struct intel_batchbuffer *batch) {
*/
static void gen7_emit_vertex_buffer(struct intel_batchbuffer *batch,
uint32_t offset) {
- OUT_BATCH(GEN6_3DSTATE_VERTEX_BUFFERS | (1 + (4 * 1) - 2));
- OUT_BATCH(0 << VB0_BUFFER_INDEX_SHIFT | /* VB 0th index */
+ OUT_BATCH(GEN4_3DSTATE_VERTEX_BUFFERS | (1 + (4 * 1) - 2));
+ OUT_BATCH(0 << GEN6_VB0_BUFFER_INDEX_SHIFT | /* VB 0th index */
GEN8_VB0_BUFFER_ADDR_MOD_EN | /* Address Modify Enable */
VERTEX_SIZE << VB0_BUFFER_PITCH_SHIFT);
OUT_RELOC(batch->bo, I915_GEM_DOMAIN_VERTEX, 0, offset);
@@ -419,7 +419,7 @@ gen8_create_blend_state(struct intel_batchbuffer *batch)
static uint32_t
gen6_create_cc_viewport(struct intel_batchbuffer *batch)
{
- struct gen6_cc_viewport *vp;
+ struct gen4_cc_viewport *vp;
uint32_t offset;
vp = intel_batchbuffer_subdata_alloc(batch, sizeof(*vp), 32);
@@ -470,7 +470,7 @@ gen6_create_scissor_rect(struct intel_batchbuffer *batch)
static void
gen8_emit_sip(struct intel_batchbuffer *batch) {
- OUT_BATCH(GEN6_STATE_SIP | (3 - 2));
+ OUT_BATCH(GEN4_STATE_SIP | (3 - 2));
OUT_BATCH(0);
OUT_BATCH(0);
}
@@ -495,7 +495,7 @@ gen9_emit_state_base_address(struct intel_batchbuffer *batch) {
/* WaBindlessSurfaceStateModifyEnable:skl,bxt */
/* The length has to be one less if we dont modify
bindless state */
- OUT_BATCH(GEN6_STATE_BASE_ADDRESS | (19 - 1 - 2));
+ OUT_BATCH(GEN4_STATE_BASE_ADDRESS | (19 - 1 - 2));
/* general */
OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
@@ -844,7 +844,7 @@ gen7_emit_clear(struct intel_batchbuffer *batch) {
static void
gen6_emit_drawing_rectangle(struct intel_batchbuffer *batch, const struct igt_buf *dst)
{
- OUT_BATCH(GEN6_3DSTATE_DRAWING_RECTANGLE | (4 - 2));
+ OUT_BATCH(GEN4_3DSTATE_DRAWING_RECTANGLE | (4 - 2));
OUT_BATCH(0);
OUT_BATCH((igt_buf_height(dst) - 1) << 16 | (igt_buf_width(dst) - 1));
OUT_BATCH(0);
@@ -866,7 +866,7 @@ static void gen8_emit_primitive(struct intel_batchbuffer *batch, uint32_t offset
OUT_BATCH(0);
OUT_BATCH(0);
- OUT_BATCH(GEN6_3DPRIMITIVE | (7-2));
+ OUT_BATCH(GEN4_3DPRIMITIVE | (7-2));
OUT_BATCH(0); /* gen8+ ignore the topology type field */
OUT_BATCH(3); /* vertex count */
OUT_BATCH(0); /* We're specifying this instead with offset in GEN6_3DSTATE_VERTEX_BUFFERS */
@@ -946,7 +946,7 @@ void gen9_render_copyfunc(struct intel_batchbuffer *batch,
/* Start emitting the commands. The order roughly follows the mesa blorp
* order */
- OUT_BATCH(GEN6_PIPELINE_SELECT | PIPELINE_SELECT_3D |
+ OUT_BATCH(G4X_PIPELINE_SELECT | PIPELINE_SELECT_3D |
GEN9_PIPELINE_SELECTION_MASK);
gen8_emit_sip(batch);