FD_GMEM_BLEND_ENABLED = 0x10,
FD_GMEM_LOGICOP_ENABLED = 0x20,
+ FD_GMEM_FB_READ = 0x40,
} gmem_reason;
unsigned num_draws; /* number of draws in current batch */
unsigned num_vertices; /* number of vertices in current batch */
*/
struct util_dynarray draw_patches;
+ /* texture state that needs patching for fb_read: */
+ struct util_dynarray fb_read_patches;
+
/* 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.
*
void fd_batch_reset(struct fd_batch *batch);
void fd_batch_sync(struct fd_batch *batch);
-void fd_batch_flush(struct fd_batch *batch, bool sync, bool force);
+void fd_batch_flush(struct fd_batch *batch, bool sync);
void fd_batch_add_dep(struct fd_batch *batch, struct fd_batch *dep);
void fd_batch_resource_used(struct fd_batch *batch, struct fd_resource *rsc, bool write);
void fd_batch_check_size(struct fd_batch *batch);
* WARNING the _locked() version can briefly drop the lock. Without
* recursive mutexes, I'm not sure there is much else we can do (since
* __fd_batch_destroy() needs to unref resources)
+ *
+ * WARNING you must acquire the screen->lock and use the _locked()
+ * version in case that the batch being ref'd can disappear under
+ * you.
*/
/* fwd-decl prototypes to untangle header dependency :-/ */