vk: Move 3DSTATE_SBE setup to just before 3DSTATE_PS

This is a more logical place for it, between geometry front end state
and pixel backend state.

Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
This commit is contained in:
Kristian Høgsberg Kristensen
2015-08-20 22:55:08 -07:00
parent 9c752b5b38
commit 891995e55b

View File

@@ -136,13 +136,6 @@ emit_rs_state(struct anv_pipeline *pipeline,
.ViewportZClipTestEnable = info->depthClipEnable
};
anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_SBE,
.ForceVertexURBEntryReadLength = false,
.ForceVertexURBEntryReadOffset = false,
.PointSpriteTextureCoordinateOrigin = UPPERLEFT,
.NumberofSFOutputAttributes =
pipeline->wm_prog_data.num_varying_inputs);
GEN8_3DSTATE_RASTER_pack(NULL, pipeline->gen8.raster, &raster);
}
@@ -528,6 +521,13 @@ gen8_graphics_pipeline_create(
const struct brw_wm_prog_data *wm_prog_data = &pipeline->wm_prog_data;
anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_SBE,
.ForceVertexURBEntryReadLength = false,
.ForceVertexURBEntryReadOffset = false,
.PointSpriteTextureCoordinateOrigin = UPPERLEFT,
.NumberofSFOutputAttributes =
wm_prog_data->num_varying_inputs);
anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_PS,
.KernelStartPointer0 = pipeline->ps_ksp0,