cl_end(&vc4->bcl, bcl);
if (cbuf && (vc4->resolve & PIPE_CLEAR_COLOR0)) {
- pipe_surface_reference(&vc4->color_write, cbuf);
+ pipe_surface_reference(&vc4->color_write,
+ cbuf->texture->nr_samples > 1 ?
+ NULL : cbuf);
+ pipe_surface_reference(&vc4->msaa_color_write,
+ cbuf->texture->nr_samples > 1 ?
+ cbuf : NULL);
+
if (!(vc4->cleared & PIPE_CLEAR_COLOR0)) {
pipe_surface_reference(&vc4->color_read, cbuf);
} else {
} else {
pipe_surface_reference(&vc4->color_write, NULL);
pipe_surface_reference(&vc4->color_read, NULL);
+ pipe_surface_reference(&vc4->msaa_color_write, NULL);
}
if (vc4->framebuffer.zsbuf &&
(vc4->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
- pipe_surface_reference(&vc4->zs_write, zsbuf);
+ pipe_surface_reference(&vc4->zs_write,
+ zsbuf->texture->nr_samples > 1 ?
+ NULL : zsbuf);
+ pipe_surface_reference(&vc4->msaa_zs_write,
+ zsbuf->texture->nr_samples > 1 ?
+ zsbuf : NULL);
+
if (!(vc4->cleared & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
pipe_surface_reference(&vc4->zs_read, zsbuf);
} else {
} else {
pipe_surface_reference(&vc4->zs_write, NULL);
pipe_surface_reference(&vc4->zs_read, NULL);
+ pipe_surface_reference(&vc4->msaa_zs_write, NULL);
}
vc4_job_submit(vc4);
* 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;
+ }
}
}
vc4_debug &= ~VC4_DEBUG_SHADERDB;
vc4 = rzalloc(NULL, struct vc4_context);
- if (vc4 == NULL)
+ if (!vc4)
return NULL;
struct pipe_context *pctx = &vc4->base;
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;