Commit graph

239 commits

Author SHA1 Message Date
Caio Marcelo de Oliveira Filho
f6338c3b85 anv/pipeline: set active_stages early
Since the intermediate states of active_stages are not used,
i.e. active_stages is read only after all stages were set into it,
just set its value before compiling the shaders.

This will allow to conditionally run certain passes based on what
other shaders are being used, e.g. a certain pass might only be
applicable to the vertex shader if there's no geometry or tessellation
shader being used.

v2: Use vk_to_mesa_shader_stage. (Lionel)
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2018-03-19 18:00:49 +00:00
Jason Ekstrand
3960d0e332 vulkan: Rename multiview from KHX to KHR
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2018-03-07 12:13:47 -08:00
Kenneth Graunke
0472aa3efe intel: Drop SURFACE_FORMAT enum from genxml.
We want people to be using ISL_FORMAT_*, rather than the genxml format
enumerations. This patch drops 10 separate copies, and drops a bunch
of ugly casting.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
[jordan.l.justen@intel.com: Minor changes for rebase]
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2018-03-05 09:51:08 -08:00
Anuj Phogat
a86c0a08df anv/icl: Don't use DISPATCH_MODE_SIMD4X2
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-02-16 11:10:32 -08:00
Anuj Phogat
cd5fc634a8 anv/icl: Don't use SingleVertexDispatch
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-02-16 11:10:32 -08:00
Anuj Phogat
6e3940b3cf anv/icl: Don't set ResetGatewayTimer
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-02-16 11:10:32 -08:00
Iago Toral Quiroga
d3ce493b34 anv/pipeline: remove the pipeline layout field from anv_pipeline
It no longer has any users.

Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-01-26 14:06:47 +01:00
Jason Ekstrand
c8949e2498 anv/pipeline: Don't look at blend state unless we have an attachment
Without this, we may end up dereferencing blend before we check for
binding->index != UINT32_MAX.  However, Vulkan allows the blend state to
be NULL so long as you don't have any color attachments.  This fixes a
segfault when running The Talos Principal.

Fixes: 12f4e00b69
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Alex Smith <asmith@feralinteractive.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2018-01-26 01:44:45 -08:00
Jason Ekstrand
4b69ba3817 anv/pipeline: Don't assert on more than 32 samplers
This prevents an assert when running one unreleased Vulkan game.

Tested-by: Józef Kucia <joseph.kucia@gmail.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Cc: "18.0" <mesa-stable@lists.freedesktop.org>
2018-01-23 21:10:08 -08:00
Alex Smith
12f4e00b69 anv: Take write mask into account in has_color_buffer_write_enabled
If we have a color attachment, but its writes are masked, this would
have still returned true. This is inconsistent with how HasWriteableRT
in 3DSTATE_PS_BLEND is set, which does take the mask into account.

This could lead to PixelShaderHasUAV not being set in 3DSTATE_PS_EXTRA
if the fragment shader does use UAVs, meaning the fragment shader may
not be invoked because HasWriteableRT is false. Specifically, this was
seen to occur when the shader also enables early fragment tests: the
fragment shader was not invoked despite passing depth/stencil.

Fix by taking the color write mask into account in this function. This
is consistent with how things are done on i965.

Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2018-01-05 15:36:22 +00:00
Jason Ekstrand
2f9eb045f3 anv/cmd_buffer: Add support for pushing UBO ranges
In order to do this we have to modify push constant set up to handle
ranges.  We also have to tweak the way we handle dirty bits a bit so
that we re-push whenever a descriptor set changes.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2017-12-08 15:43:25 -08:00
Kenneth Graunke
70cd05d6ac anv: Fix assert about source attrs.
Asserting slot >= 2 made sense when the URB read offset was always 1
(pair of slots).  Commit 566a0c43f0 made
it possible to read from the VUE header in slot 0, by adjusting the
offset to be 0.  So, this assert is now bogus.  Use the one from GL.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-10-27 03:01:13 -07:00
Kenneth Graunke
49d3c004f1 anv: Drop URB entry output read handling in 3DSTATE_XS.
Commit 566a0c43f0 started setting the
3DSTATE_SBE bit to override these values with the one calculated there.

So, they're dead.  Stop setting them.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-10-27 03:01:13 -07:00
Jason Ekstrand
29680ff9a8 anv: Add support for tessellation domain origin control
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-09-20 17:21:06 -07:00
Jason Ekstrand
fc91cbe20b spirv: Flip the tessellation winding order
It's not SPIR-V that's backwards from GLSL, it's Vulkan that's backwards
from GL.  Let's make NIR consistent with the source language and do the
flipping inside the Vulkan driver instead.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-09-20 17:21:06 -07:00
Lionel Landwerlin
de9649071a anv: use device->info instead of brw->is_*
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2017-08-30 17:59:17 +01:00
Juan A. Suarez Romero
a2234614b6 anv: set right datatypes in anv_pipeline_binding
This structure contains two fields, binding and index, that store the
binding in the descriptor set and the index inside the binding.

These structures are defined as uint8_t, but the types in Vulkan
specification are uint32_t, so big values are clamp.

This fixes dEQP-VK.binding_model.shader_access.*.multiple_arbitrary_descriptors.*

v2: use UINT32_MAX for index when having no render targets (Tapani)

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2017-08-30 08:01:53 +02:00
Matt Turner
cdbaa8a12f anv: Mark functions used conditionally as UNUSED
The functions we're marking as UNUSED in genX_pipeline.c are used only
when compiling for particular generations.

Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
2017-08-29 15:20:57 -07:00
Matt Turner
5d4afef459 anv: Explicitly cast between different enums
Fixes warnings like

warning: implicit conversion from enumeration type 'enum isl_format' to
different enumeration type 'enum GEN10_SURFACE_FORMAT'
[-Wenum-conversion]
         .SourceElementFormat = ISL_FORMAT_R32_UINT,
                                ^~~~~~~~~~~~~~~~~~~

Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
2017-08-29 15:20:57 -07:00
Matt Turner
6cfc49287d anv: Remove 'inline' keywords
Unless you have data, the compiler knows better than you whether a
function should be inlined.

No difference in the resulting binary with gcc-6.3.0 or clang-4.0.

Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
2017-08-29 15:20:57 -07:00
Rafael Antognolli
2e5d65ccb6 anv: Use BRW_BARYCENTRIC_NONPERSPECTIVE_BITS from common header.
In a previous patch some enums were split out from brw_eu_defines.h, so
they could be used by genxml based code. anv can also benefit from this.

Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-05-03 16:58:55 -07:00
Rafael Antognolli
b89805a7bc genxml: Normalize xml for 3DSTATE_MULTISAMPLE.
Name the options to "Pixel Location":
   - PIXLOC_CENTER -> CENTER
   - PIXLOC_UL_CORNER -> UL_CORNER

Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-05-03 16:41:07 -07:00
Rafael Antognolli
c032cae9ff genxml: Rename "Function Enable" to "Enable".
Rename that field name on genxml for:
   - 3DSTATE_GS - gen6+
   - 3DSTATE_DS - gen7+
   - 3DSTATE_HS - gen7+

Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-05-03 16:41:07 -07:00
Rafael Antognolli
4266c372d9 genxml: 3DSTATE_VS rename Function Enable to Enable.
Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-05-03 16:41:07 -07:00
Kenneth Graunke
da299b7df3 genxml: Make "Reorder Mode" fields consistent.
Both GS and SOL have these fields.  Some were ReorderEnable = true,
some were ReorderMode = REORDER_TRAILING, and some were just TRAILING.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
2017-05-03 16:41:07 -07:00
Jason Ekstrand
3dbd7737d4 anv/cmd_buffer: Emit instanced draws for multiple views
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-05-03 11:25:46 -07:00
Rafael Antognolli
9670124e31 genxml: Make BLEND_STATE command support variable length array.
We need to emit BLEND_STATE, which size is 1 + 2 * nr_draw_buffers
dwords (on gen8+), but the BLEND_STATE struct length is always 17. By
marking it size 1, which is actually the size of the struct minus the
BLEND_STATE_ENTRY's, we can emit a BLEND_STATE of variable number of
entries.

For gen6 and gen7 we set length to 0, since it only contains
BLEND_STATE_ENTRY's, and no other data.

With this change, we also change the code for blorp and anv to emit only
the needed BLEND_STATE_ENTRY's, instead of always emitting 16 dwords on
gen6-7 and 17 dwords on gen8+.

v2:
   - Use designated initializers on blorp and remove 0 from
   initialization (Jason)
   - Default entries to disabled on Vulkan (Jason)
   - Rebase code.

Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-04-24 15:14:10 -07:00
Jason Ekstrand
c6f69eea6a anv/pipeline: Properly handle unset gl_Layer and gl_ViewportIndex
When the shader does not set one of these values, they are supposed to
get a default value of 0.  We have hardware bits in 3DSTATE_CLIP for
this but haven't been setting them.  This fixes the intermittent failure
of dEQP-VK.geometry.layered.3d.render_to_default_layer.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0 17.0" <mesa-stable@lists.freedesktop.org>
2017-04-04 18:33:51 -07:00
Xu,Randy
57595cb073 anv/genX: Solve the vkCreateGraphicsPipelines crash
The crash is due to NULL pColorBlendState, which is legal if the
pipeline has rasterization disabled or if the subpass of the render pass
the pipeline is created against does not use any color attachments.

Test: Sample subpasses from LunarG can run without crash

Signed-off-by: Xu,Randy <randy.xu@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "17.0 13.0" <mesa-stable@lists.freedesktop.org>
2017-03-20 08:31:18 +02:00
Jason Ekstrand
dda54890f3 anv: Disable VF statistics for blorp and SOL memcpy
In order to get accurate statistics, we need to disable statistics for
blits, clears, and the surface state memcpy at the top of each secondary
command buffer.  There are two possible approaches to this:

 1) Disable before the blit/memcpy and re-enable afterwards

 2) Move emitting 3DSTATE_VF_STATISTICS from initialization and make it
    part of pipeline state and then just disabale statistics before
    blits and memcpy operations.

Emitting 3DSTATE_VF_STATISTICS should be fairly cheap so it doesn't
really matter which path we take.  We choose the second option as it's
more consistent with the way the rest of the statistics are enabled and
disabled.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-03-17 12:12:50 -07:00
Jason Ekstrand
9576cea519 anv/pipeline: Enable clipper statistics
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-03-17 12:12:50 -07:00
Iago Toral Quiroga
ca34a3125f anv: improve error reporting when creating pipelines
Specifically, report 'out of memory' errors that might have happened while
emitting the pipeline's batch.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2017-03-16 11:40:05 +01:00
Iago Toral Quiroga
d4bdd871dc anv: avoid crashes when failing to allocate batches
Most of the time we use macros that handle this situation transparently,
but there are some cases were we need to handle this explicitly.

This patch makes sure we don't crash, notice that error handling takes
place in the function that actually failed the allocation,
anv_batch_emit_dwords(), which will set the status field of the batch
so it can be used at a later moment to report the error to the user.

v2:
  - Not crashing is not good enough, we need to keep track of the error
    (Topi, Jason). Iago: now that we track errors in the batch, this
    is being handled.
  - Added guards in a few more places that needed it (Iago)

v3:
  - Check result of anv_batch_emitn() for NULL before calling memset()
    in emit_vertex_input() (Topi)

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
2017-03-16 11:40:05 +01:00
Nanley Chery
608d17b80e anv: Store the user's VkAttachmentReference
We will be using the image layout. Store the full struct directly from
the user.

Signed-off-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-03-02 13:17:55 -08:00
Jason Ekstrand
f31ed6d0cd anv: Take a device parameter in anv_state_flush
This allows the helper to check for llc instead of having to do it
manually at all the call sites.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-02-21 12:26:35 -08:00
Jason Ekstrand
f9d7d27d6d anv: Rename clflush_range and state_clflush
It's a bit shorter and easier to work with.  Also, we're about to add a
helper called clflush which does the clflush but without any memory
fencing.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-02-21 12:26:35 -08:00
Jason Ekstrand
f434a60a53 anv: Implement the Skylake stencil PMA optimization
Unfortunately, this doesn't substantially improve the performance of any
known apps.  With Dota 2 on my Sky Lake gt4, it seems help by somewhere
between 0% and 1% but there's enough noise that it's hard to get a clear
picture.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
2017-02-14 14:18:55 -08:00
Jason Ekstrand
028e1137e6 anv/pipeline: Be smarter about depth/stencil state
It's a bit hard to measure because it almost gets lost in the noise,
but this seemed to help Dota 2 by a percent or two on my Broadwell
GT3e desktop.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
2017-02-14 14:18:55 -08:00
Jason Ekstrand
215fed7318 anv/pipeline: Make a copy of VkPipelineDepthStencilStateCreateinfo
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
2017-02-14 14:18:55 -08:00
Jason Ekstrand
e8d52dab48 anv: Add support for the PMA fix on Broadwell
This helps Dota 2 on Broadwell by 8-9%.  I also hacked up the driver and
used the Sascha "shadowmapping" demo to get some results.  Setting
uses_kill to true dropped the framerate on the demo by 25-30%.  Enabling
the PMA fix brought it back up to around 90% of the original framerate.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
2017-02-14 14:18:55 -08:00
Jason Ekstrand
6ce8592836 anv: Disable stencil writes when both write masks are zero
Vulkan doesn't have a stencilWriteEnable bit like it does for depth.
Instead, you have a stencil mask.  Since the stencil mask is handled as
dynamic state, we have to handle it later during command buffer
construction.  This, combined with a later commit, seems to help Dota2
on my Broadwell GT3e desktop by a couple percent because it allows the
hardware to move the depth and stencil writes to early in more cases.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
2017-02-14 14:18:55 -08:00
Juan A. Suarez Romero
02264bc6f9 anv/pipeline: set ThreadDispatchEnable conditionally
Set 3DSTATE_WM/ThreadDispatchEnable bit on/off based on the same
conditions as used in the GL version.

Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-02-06 10:27:44 +01:00
Lionel Landwerlin
9413e11869 anv: emit DrawID if needed
v2: use define for buffer ID (Jason)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-02-02 01:33:06 +00:00
Lionel Landwerlin
543d5db4e2 anv: always allocate a vertex element with vertexid or instanceid
Up to now on Gen8+ we only allocated a vertex element for
gl_InstanceIndex or gl_VertexIndex when a vertex shader uses
gl_BaseInstanceARB or gl_BaseVertexARB. This is because we would
configure the VF_SGVS packet to make the VF unit write the
gl_InstanceIndex & gl_VertexIndex values right behind the values
computed from the vertex buffers.

In the next commit we will also write the gl_DrawIDARB value. Our
backend expects to pull the gl_DrawIDARB value from the element
following the element containing gl_InstanceIndex, gl_VertexIndex,
gl_BaseInstanceARB and gl_BaseVertexARB (see
vec4_vs_visitor::setup_attributes). Therefore we need to allocate an
element for the SGVS elements as long as at least one of the SGVS
element is read by the shader. Otherwise our shader will use a
gl_DrawIDARB value pulled from the URB one element too far (most
likely garbage).

v2: Fix my english (Lionel)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-02-02 01:32:58 +00:00
Lionel Landwerlin
289aef771d anv: move BaseVertexID/BaseInstanceID vertex buffer index to 31
v2: use define for buffer ID (Jason)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-02-02 01:32:48 +00:00
Lionel Landwerlin
98cf60a3ce anv: limit vertex buffers to 31
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-02-02 01:32:39 +00:00
Iago Toral Quiroga
9fe9db8031 anv: set UAV coherence required bit when needed
The same we do in the OpenGL driver (comment copied from there).

This is required to ensure that we execute the fragment shader stage when
side-effects (such as image or ssbo stores) are present but there are no
color writes.

I found this while writing a test to check rendering to a framebuffer
without attachments where the fragment shader does not produce any
color outputs but writes to an image via imageStore(). Without this patch
the fragment shader does not execute and the image is not written,
which is not correct.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-17 07:57:04 +01:00
Jason Ekstrand
3b80481965 anv: Default PointSize to 1.0 if not written by the shader
The Vulkan rules for point size are a bit whacky.  If you only have a
vertex shader and you use points, then you must write PointSize in your
vertex shader.  If you have a geometry or tessellation shader, then it's
dependent on the shaderTessellationAndGeometryPointSize device feature.
From the Vulkan 1.0.38 specification:

   "shaderTessellationAndGeometryPointSize indicates whether the
   PointSize built-in decoration is available in the tessellation
   control, tessellation evaluation, and geometry shader stages. If this
   feature is not enabled, members decorated with the PointSize built-in
   decoration must not be read from or written to and all points written
   from a tessellation or geometry shader will have a size of 1.0. This
   also indicates whether shader modules can declare the
   TessellationPointSize capability for tessellation control and
   evaluation shaders, or if the shader modules can declare the
   GeometryPointSize capability for geometry shaders. An implementation
   supporting this feature must also support one or both of the
   tessellationShader or geometryShader features."

In other words, if the feature is disbled (the client can disable
features!) then they don't write PointSize and we provide a 1.0 default
but if the feature is enabled, they do write PointSize and we use the
one they wrote in the shader.  There are at least two valid ways we can
implement this:

 1) Track whether or not shaderTessellationAndGeometryPointSize is
    enabled and set the 3DSTATE_SF bits based on that and what stages
    are enabled, ignoring the shader source.

 2) Just look at the last geometry stage VUE map and see if they wrote
    PointSize and set the 3DSTATE_SF accordingly.

The second solution is the easiest and the most robust against invalid
usage of the Vulkan API, so we choose to go with that one.

This fixes all of the dEQP-VK.tessellation.primitive_discard.*point_mode
tests.  The tests are also broken because they unconditionally enable
shaderTessellationAndGeometryPointSize if it's supported by the
implementation and then don't write PointSize in the evaluation shader.
However, since this is the "robust against invalid API usage" solution,
the tests happily pass. :-)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-13 16:31:17 -08:00
Jason Ekstrand
99d497c5b6 anv/pipeline: Replace get_fs_input_map with get_last_vue_prog_data
This lets us delete a helper from genX_pipeline.c

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-13 16:31:17 -08:00
Kenneth Graunke
de05ecba9f anv: Emit 3DSTATE_HS/TE/DS packets.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-10 13:27:31 -08:00