rendercopy/skl: Update 3DSTATE_SBE

SBE has now to be explicitely told which channels of which components
are used by the pixel shader.

Signed-off-by: Damien Lespiau <damien.lespiau@intel.com>
Signed-off-by: Ben Widawsky <benjamin.widawsky@intel.com>
This commit is contained in:
Damien Lespiau 2013-02-27 14:57:35 +00:00
parent e5b850cb34
commit ecd659e000
2 changed files with 8 additions and 1 deletions

View File

@ -5,4 +5,9 @@
#define GEN7_3DSTATE_VF GEN6_3D(3, 0, 0x0c)
#define GEN9_SBE_ACTIVE_COMPONENT_NONE 0
#define GEN9_SBE_ACTIVE_COMPONENT_XY 1
#define GEN9_SBE_ACTIVE_COMPONENT_XYZ 2
#define GEN9_SBE_ACTIVE_COMPONENT_XYZW 3
#endif

View File

@ -706,7 +706,7 @@ gen8_emit_sf(struct intel_batchbuffer *batch)
{
int i;
OUT_BATCH(GEN7_3DSTATE_SBE | (4 - 2));
OUT_BATCH(GEN7_3DSTATE_SBE | (6 - 2));
OUT_BATCH(1 << GEN7_SBE_NUM_OUTPUTS_SHIFT |
GEN8_SBE_FORCE_URB_ENTRY_READ_LENGTH |
GEN8_SBE_FORCE_URB_ENTRY_READ_OFFSET |
@ -714,6 +714,8 @@ gen8_emit_sf(struct intel_batchbuffer *batch)
1 << GEN8_SBE_URB_ENTRY_READ_OFFSET_SHIFT);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(GEN9_SBE_ACTIVE_COMPONENT_XYZW << 0);
OUT_BATCH(0);
OUT_BATCH(GEN8_3DSTATE_SBE_SWIZ | (11 - 2));
for (i = 0; i < 8; i++)