ilo: fix for half-float vertex arrays

Commit 6fe0453c33 broke half-float vertex
arrays.  This reverts a part of that commit, and explains why.
This commit is contained in:
Chia-I Wu 2013-06-15 00:56:17 +08:00
parent 36ffd08706
commit bfa8d21759

View file

@ -767,7 +767,20 @@ gen6_emit_3DSTATE_VERTEX_BUFFERS(const struct ilo_dev_info *dev,
if (vb->buffer && vb->stride <= 2048) {
const struct ilo_buffer *buf = ilo_buffer(vb->buffer);
const uint32_t start_offset = vb->buffer_offset;
const uint32_t end_offset = buf->bo_size - 1;
/*
* As noted in ilo_translate_format(), we treat some 3-component
* formats as 4-component formats to work around hardware
* limitations. Imagine the case where the vertex buffer holds a
* single PIPE_FORMAT_R16G16B16_FLOAT vertex, and buf->bo_size is 6.
* The hardware would not be able to fetch it because the vertex
* buffer is expected to hold a PIPE_FORMAT_R16G16B16A16_FLOAT vertex
* and that takes at least 8 bytes.
*
* For the workaround to work, we query the physical size, which is
* page aligned, to calculate end_offset so that the last vertex has
* a better chance to be fetched.
*/
const uint32_t end_offset = intel_bo_get_size(buf->bo) - 1;
dw |= vb->stride << BRW_VB0_PITCH_SHIFT;