iris: shuffle comments
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@ -1718,7 +1718,7 @@ iris_upload_render_state(struct iris_context *ice,
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/* XXX: L3 State */
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if (dirty & IRIS_DIRTY_URB) {
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/* XXX: URB */
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/* XXX: 3DSTATE_URB */
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}
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if (dirty & IRIS_DIRTY_BLEND_STATE) {
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@ -1750,6 +1750,12 @@ iris_upload_render_state(struct iris_context *ice,
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}
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// XXX: 3DSTATE_CONSTANT_XS
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// Surfaces:
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// - pull constants
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// - ubos/ssbos/abos
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// - images
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// - textures
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// - render targets - write and read
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// XXX: 3DSTATE_BINDING_TABLE_POINTERS_XS
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for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
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@ -1812,7 +1818,10 @@ iris_upload_render_state(struct iris_context *ice,
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}
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}
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// XXX: SOL and so on
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// XXX: SOL:
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// 3DSTATE_STREAMOUT
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// 3DSTATE_SO_BUFFER
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// 3DSTATE_SO_DECL_LIST
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if (dirty & IRIS_DIRTY_CLIP) {
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struct iris_rasterizer_state *cso_rast = ice->state.cso_rast;
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@ -1853,7 +1862,9 @@ iris_upload_render_state(struct iris_context *ice,
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iris_emit_merge(batch, cso->wm, dynamic_wm, ARRAY_SIZE(cso->wm));
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}
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// XXX: SBE, SBE_SWIZ
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// XXX: 3DSTATE_SBE, 3DSTATE_SBE_SWIZ
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// -> iris_raster_state (point sprite texture coordinate origin)
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// -> bunch of shader state...
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if (dirty & IRIS_DIRTY_PS_BLEND) {
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struct iris_blend_state *cso = ice->state.cso_blend;
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@ -1883,7 +1894,10 @@ iris_upload_render_state(struct iris_context *ice,
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}
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}
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// XXX: 3DSTATE_DEPTH_BUFFER and friends
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// XXX: 3DSTATE_DEPTH_BUFFER
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// XXX: 3DSTATE_HIER_DEPTH_BUFFER
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// XXX: 3DSTATE_STENCIL_BUFFER
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// XXX: 3DSTATE_CLEAR_PARAMS
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if (dirty & IRIS_DIRTY_POLYGON_STIPPLE) {
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iris_emit_cmd(batch, GENX(3DSTATE_POLY_STIPPLE_PATTERN), poly) {
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@ -1985,44 +1999,8 @@ iris_upload_render_state(struct iris_context *ice,
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//prim.BaseVertexLocation = ...;
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}
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#if 0
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l3 configuration
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3DSTATE_URB_*
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-> TODO
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3DSTATE_CONSTANT_* - push constants
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-> TODO
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Surfaces:
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- pull constants
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- ubos/ssbos/abos
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- images
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- textures
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- render targets - write and read
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3DSTATE_BINDING_TABLE_POINTERS_*
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-> TODO
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3DSTATE_STREAMOUT
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3DSTATE_SO_BUFFER
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3DSTATE_SO_DECL_LIST
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3DSTATE_SBE
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-> iris_raster_state (point sprite texture coordinate origin)
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-> bunch of shader state...
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3DSTATE_SBE_SWIZ
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-> FS state
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3DSTATE_DEPTH_BUFFER
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3DSTATE_HIER_DEPTH_BUFFER
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3DSTATE_STENCIL_BUFFER
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3DSTATE_CLEAR_PARAMS
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-> iris_framebuffer_state?
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#endif
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}
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static void
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iris_destroy_state(struct iris_context *ice)
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{
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