struct fd4_context {
struct fd_context base;
- /* Keep track of writes to RB_RENDER_CONTROL which need to be patched
- * once we know whether or not to use GMEM, and GMEM tile pitch.
- */
- struct util_dynarray rbrc_patches;
-
struct fd_bo *vs_pvt_mem, *fs_pvt_mem;
/* This only needs to be 4 * num_of_pipes bytes (ie. 32 bytes). We
* could combine it with another allocation.
+ *
+ * (upper area used as scratch bo.. see fd4_query)
*/
struct fd_bo *vsc_size_mem;
*/
uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
+ /* bitmask of samplers which need astc srgb workaround: */
+ uint16_t vastc_srgb, fastc_srgb;
+
/* some state changes require a different shader variant. Keep
* track of this so we know when we need to re-emit shader state
* due to variant change. See fixup_shader_state()