anv: Emit 3DSTATE_URB_* via a loop.
Rather than keeping separate {vs,hs,ds,gs}_start fields, we now store an array indexed by the shader stage (MESA_SHADER_*). The 3DSTATE_URB_* commands are also sequentially numbered. This makes it easy to just emit them in a loop. This simplifies the code a little, and also will make it easier to add more credible HS and DS code later.
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@@ -210,25 +210,13 @@ emit_urb_setup(struct anv_pipeline *pipeline)
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.ConstantBufferOffset = 8,
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.ConstantBufferSize = 4);
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_VS),
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.VSURBStartingAddress = pipeline->urb.vs_start,
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.VSURBEntryAllocationSize = pipeline->urb.vs_size - 1,
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.VSNumberofURBEntries = pipeline->urb.nr_vs_entries);
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_GS),
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.GSURBStartingAddress = pipeline->urb.gs_start,
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.GSURBEntryAllocationSize = pipeline->urb.gs_size - 1,
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.GSNumberofURBEntries = pipeline->urb.nr_gs_entries);
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_HS),
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.HSURBStartingAddress = pipeline->urb.vs_start,
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.HSURBEntryAllocationSize = 0,
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.HSNumberofURBEntries = 0);
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_DS),
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.DSURBStartingAddress = pipeline->urb.vs_start,
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.DSURBEntryAllocationSize = 0,
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.DSNumberofURBEntries = 0);
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for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
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anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_VS),
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._3DCommandSubOpcode = 48 + i,
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.VSURBStartingAddress = pipeline->urb.start[i],
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.VSURBEntryAllocationSize = pipeline->urb.size[i] - 1,
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.VSNumberofURBEntries = pipeline->urb.entries[i]);
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}
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}
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static inline uint32_t
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