assert(svga_have_vgpu10(svga));
+ /* Reset the has_backed_views flag.
+ * The flag is set in svga_validate_surface_view() if
+ * a backed surface view is used.
+ */
+ svga->state.hw_draw.has_backed_views = FALSE;
+
/* Setup render targets array. Note that we loop over the max of the
* number of previously bound buffers and the new buffers to unbind
* any previously bound buffers when the new number of buffers is less
"same resource used in shaderResource and renderTarget 0x%x\n",
s->handle);
s = create_backed_surface_view(svga, s);
+
+ if (s)
+ svga->state.hw_draw.has_backed_views = TRUE;
+
/* s may be null here if the function failed */
break;
}
{
unsigned i;
+ /* Early exit if there is no backing texture views in use */
+ if (!svga->state.hw_draw.has_backed_views)
+ return;
+
/* Note that we examine the svga->state.hw_draw.framebuffer surfaces,
* not the svga->curr.framebuffer surfaces, because it's the former
* surfaces which may be backing surface views (the actual render targets).