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iris: a bit of depth
still need to allocate separate stencil
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2 changed files with 13 additions and 0 deletions
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@ -68,6 +68,7 @@ struct iris_context {
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struct iris_depth_stencil_alpha_state *cso_zsa;
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struct iris_vertex_element_state *cso_vertex_elements;
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struct iris_viewport_state *cso_vp;
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struct iris_depth_state *cso_depth;
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struct pipe_blend_color blend_color;
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struct pipe_poly_stipple poly_stipple;
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struct pipe_scissor_state scissors[IRIS_MAX_VIEWPORTS];
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@ -992,6 +992,13 @@ iris_set_viewport_states(struct pipe_context *ctx,
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ice->state.dirty |= IRIS_DIRTY_SF_CL_VIEWPORT;
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}
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struct iris_depth_state
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{
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uint32_t depth_buffer[GENX(3DSTATE_DEPTH_BUFFER_length)];
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uint32_t hier_depth_buffer[GENX(3DSTATE_HIER_DEPTH_BUFFER_length)];
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uint32_t stencil_buffer[GENX(3DSTATE_STENCIL_BUFFER_length)];
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};
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static void
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iris_set_framebuffer_state(struct pipe_context *ctx,
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const struct pipe_framebuffer_state *state)
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@ -1018,6 +1025,11 @@ iris_set_framebuffer_state(struct pipe_context *ctx,
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pipe_surface_reference(&cso->zsbuf, state->zsbuf);
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struct isl_depth_stencil_hiz_emit_info info = {
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.mocs = MOCS_WB,
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};
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// XXX: depth buffers
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}
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static void
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