cl_u8(&bcl, VC4_PACKET_FLUSH);
cl_end(&vc4->bcl, bcl);
- vc4->msaa = false;
if (cbuf && (vc4->resolve & PIPE_CLEAR_COLOR0)) {
pipe_surface_reference(&vc4->color_write,
- cbuf->texture->nr_samples ? NULL : cbuf);
+ cbuf->texture->nr_samples > 1 ?
+ NULL : cbuf);
pipe_surface_reference(&vc4->msaa_color_write,
- cbuf->texture->nr_samples ? cbuf : NULL);
-
- if (cbuf->texture->nr_samples)
- vc4->msaa = true;
+ cbuf->texture->nr_samples > 1 ?
+ cbuf : NULL);
if (!(vc4->cleared & PIPE_CLEAR_COLOR0)) {
pipe_surface_reference(&vc4->color_read, cbuf);
if (vc4->framebuffer.zsbuf &&
(vc4->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
pipe_surface_reference(&vc4->zs_write,
- zsbuf->texture->nr_samples ?
+ zsbuf->texture->nr_samples > 1 ?
NULL : zsbuf);
pipe_surface_reference(&vc4->msaa_zs_write,
- zsbuf->texture->nr_samples ?
+ zsbuf->texture->nr_samples > 1 ?
zsbuf : NULL);
- if (zsbuf->texture->nr_samples)
- vc4->msaa = true;
-
if (!(vc4->cleared & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
pipe_surface_reference(&vc4->zs_read, zsbuf);
} else {
* This helps avoid flushing the command buffers when unnecessary.
*/
bool
-vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo)
+vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo,
+ bool include_reads)
{
struct vc4_context *vc4 = vc4_context(pctx);
/* Walk all the referenced BOs in the drawing command list to see if
* they match.
*/
- struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
- for (int i = 0; i < cl_offset(&vc4->bo_handles) / 4; i++) {
- if (referenced_bos[i] == bo) {
- return true;
+ if (include_reads) {
+ struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
+ for (int i = 0; i < cl_offset(&vc4->bo_handles) / 4; i++) {
+ if (referenced_bos[i] == bo) {
+ return true;
+ }
}
}
if (!vc4->primconvert)
goto fail;
- vc4->uploader = u_upload_create(pctx, 16 * 1024, 4,
- PIPE_BIND_INDEX_BUFFER);
+ vc4->uploader = u_upload_create(pctx, 16 * 1024,
+ PIPE_BIND_INDEX_BUFFER,
+ PIPE_USAGE_STREAM);
vc4_debug |= saved_shaderdb_flag;