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v3dv: rename v3dv_pack for v3dvx_pack
For consistency, as we use use the v3dvx convention to point that it depends on the hw version. Also on OpenGL the equivalent macro is v3dx_pack. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11310>
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5 changed files with 12 additions and 12 deletions
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@ -213,7 +213,7 @@ cl_pack_emit_reloc(struct v3dv_cl *cl, const struct v3dv_cl_reloc *reloc)
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#define cl_emit_prepacked(cl, packet) \
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cl_emit_prepacked_sized(cl, packet, sizeof(*(packet)))
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#define v3dv_pack(packed, packet, name) \
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#define v3dvx_pack(packed, packet, name) \
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for (struct cl_packet_struct(packet) name = { \
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cl_packet_header(packet) \
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}, \
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@ -3849,9 +3849,9 @@ emit_gl_shader_state(struct v3dv_cmd_buffer *cmd_buffer)
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pipeline->shader_state_record, shader) {
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/* FIXME: we are setting this values here and during the
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* prepacking. This is because both cl_emit_with_prepacked and v3dv_pack
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* prepacking. This is because both cl_emit_with_prepacked and v3dvx_pack
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* asserts for minimum values of these. It would be good to get
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* v3dv_pack to assert on the final value if possible
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* v3dvx_pack to assert on the final value if possible
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*/
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shader.min_coord_shader_input_segments_required_in_play =
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pipeline->vpm_cfg_bin.As;
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@ -2578,7 +2578,7 @@ pack_sampler_state(struct v3dv_sampler *sampler,
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sampler->clamp_to_transparent_black_border = true;
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}
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v3dv_pack(sampler->sampler_state, SAMPLER_STATE, s) {
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v3dvx_pack(sampler->sampler_state, SAMPLER_STATE, s) {
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if (pCreateInfo->anisotropyEnable) {
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s.anisotropy_enable = true;
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if (pCreateInfo->maxAnisotropy > 8)
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@ -529,7 +529,7 @@ pack_texture_shader_state_helper(struct v3dv_device *device,
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image->samples == VK_SAMPLE_COUNT_4_BIT);
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const uint32_t msaa_scale = image->samples == VK_SAMPLE_COUNT_1_BIT ? 1 : 2;
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v3dv_pack(image_view->texture_shader_state[index], TEXTURE_SHADER_STATE, tex) {
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v3dvx_pack(image_view->texture_shader_state[index], TEXTURE_SHADER_STATE, tex) {
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tex.level_0_is_strictly_uif =
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(image->slices[0].tiling == V3D_TILING_UIF_XOR ||
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@ -778,7 +778,7 @@ pack_texture_shader_state_from_buffer_view(struct v3dv_device *device,
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assert(buffer_view->buffer);
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const struct v3dv_buffer *buffer = buffer_view->buffer;
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v3dv_pack(buffer_view->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
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v3dvx_pack(buffer_view->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
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tex.swizzle_r = translate_swizzle(PIPE_SWIZZLE_X);
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tex.swizzle_g = translate_swizzle(PIPE_SWIZZLE_Y);
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tex.swizzle_b = translate_swizzle(PIPE_SWIZZLE_Z);
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@ -2372,7 +2372,7 @@ pack_blend(struct v3dv_pipeline *pipeline,
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uint8_t rt_mask = 1 << i;
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pipeline->blend.enables |= rt_mask;
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v3dv_pack(pipeline->blend.cfg[i], BLEND_CFG, config) {
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v3dvx_pack(pipeline->blend.cfg[i], BLEND_CFG, config) {
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config.render_target_mask = rt_mask;
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config.color_blend_mode = b_state->colorBlendOp;
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@ -2410,7 +2410,7 @@ pack_cfg_bits(struct v3dv_pipeline *pipeline,
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pipeline->msaa =
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ms_info && ms_info->rasterizationSamples > VK_SAMPLE_COUNT_1_BIT;
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v3dv_pack(pipeline->cfg_bits, CFG_BITS, config) {
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v3dvx_pack(pipeline->cfg_bits, CFG_BITS, config) {
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config.enable_forward_facing_primitive =
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rs_info ? !(rs_info->cullMode & VK_CULL_MODE_FRONT_BIT) : false;
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@ -2533,7 +2533,7 @@ pack_single_stencil_cfg(struct v3dv_pipeline *pipeline,
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pipeline->dynamic_state.mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK ?
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0 : stencil_state->reference & 0xff;
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v3dv_pack(stencil_cfg, STENCIL_CFG, config) {
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v3dvx_pack(stencil_cfg, STENCIL_CFG, config) {
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config.front_config = is_front;
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config.back_config = is_back;
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config.stencil_write_mask = write_mask;
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@ -2681,7 +2681,7 @@ pack_shader_state_record(struct v3dv_pipeline *pipeline)
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* pipeline (like viewport), . Would need to be filled later, so we are
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* doing a partial prepacking.
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*/
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v3dv_pack(pipeline->shader_state_record, GL_SHADER_STATE_RECORD, shader) {
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v3dvx_pack(pipeline->shader_state_record, GL_SHADER_STATE_RECORD, shader) {
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shader.enable_clipping = true;
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shader.point_size_in_shaded_vertex_data =
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@ -2812,7 +2812,7 @@ pack_vcm_cache_size(struct v3dv_pipeline *pipeline)
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assert(sizeof(pipeline->vcm_cache_size) ==
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cl_packet_length(VCM_CACHE_SIZE));
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v3dv_pack(pipeline->vcm_cache_size, VCM_CACHE_SIZE, vcm) {
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v3dvx_pack(pipeline->vcm_cache_size, VCM_CACHE_SIZE, vcm) {
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vcm.number_of_16_vertex_batches_for_binning = pipeline->vpm_cfg_bin.Vc;
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vcm.number_of_16_vertex_batches_for_rendering = pipeline->vpm_cfg.Vc;
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}
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@ -2938,7 +2938,7 @@ pack_shader_state_attribute_record(struct v3dv_pipeline *pipeline,
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uint32_t binding = vi_desc->binding;
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v3dv_pack(&pipeline->vertex_attrs[index * packet_length],
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v3dvx_pack(&pipeline->vertex_attrs[index * packet_length],
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GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
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/* vec_size == 0 means 4 */
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