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