iris: shuffle comments

This commit is contained in:
Kenneth Graunke 2018-01-25 02:13:28 -08:00
parent 6ecc93f764
commit e7a729ba34
1 changed files with 18 additions and 40 deletions

View File

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