Previously we didn't have a clear understanding what is necessary
for a pipeline state to be properly initialized. So we had to improvise
and use a stripped out render copy.
Now we have a more clear understanding so switch out render copy based
frankenstate to state we can call golden state.
v2: - export intel_batch_state_offset
- add 3DSTATE_RASTER (Bradley Volkin)
Cc: Volkin, Bradley D <bradley.d.volkin@intel.com>
Signed-off-by: Mika Kuoppala <mika.kuoppala@intel.com>
Instead of building batch directly to memory, build into cmd and
state arrays. This representation allows us more flexibility in batch
state expression and batch generation/relocation.
As a bonus, we can also attach the line information that produced the
batch data to help debugging.
There is no change in the output states produced. This can be considered
as a preparatory patch to help introduce gen8 golden state.
Signed-off-by: Mika Kuoppala <mika.kuoppala@intel.com>
Generate valid (null) render state for each gen. Output
it as a c source file with batch and relocations.
v2: noinst and vs_start fixed for BDW GT3 (Damien Lespiau)
Acked-by: Damien Lespiau <damien.lespiau@intel.com>
Signed-off-by: Mika Kuoppala <mika.kuoppala@intel.com>