vc4: Drop VC4_PACKET_PRIMITIVE_LIST_FORMAT.

It's not relevant to our command streams any more.

v2: Fix indentation and a typo in the comment.
This commit is contained in:
Eric Anholt 2014-08-02 21:23:20 -07:00
parent 3aba1b124f
commit b384d16733
2 changed files with 4 additions and 4 deletions

View File

@ -71,9 +71,6 @@ vc4_start_draw(struct vc4_context *vc4)
cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
cl_u8(&vc4->bcl, 0x12); // 16 bit triangle
vc4->needs_flush = true;
vc4->draw_call_queued = true;
}

View File

@ -567,7 +567,10 @@ static const struct cmd_info {
[VC4_PACKET_GL_ARRAY_PRIMITIVE] = { 1, 1, 10, "Vertex Array Primitives", validate_gl_array_primitive },
[VC4_PACKET_PRIMITIVE_LIST_FORMAT] = { 1, 1, 2, "primitive list format", NULL }, /* XXX: bin valid? */
/* This is only used by clipped primitives (packets 48 and 49), which
* we don't support parsing yet.
*/
[VC4_PACKET_PRIMITIVE_LIST_FORMAT] = { 1, 1, 2, "primitive list format", NULL },
[VC4_PACKET_GL_SHADER_STATE] = { 1, 1, 5, "GL Shader State", validate_gl_shader_state },
[VC4_PACKET_NV_SHADER_STATE] = { 1, 1, 5, "NV Shader State", validate_nv_shader_state },