brw_validate_textures(brw);
- brw_predraw_resolve_inputs(brw);
+ brw_predraw_resolve_inputs(brw, false);
/* Flush the batch if the batch/state buffers are nearly full. We can
* grow them if needed, but this is not free, so we'd like to avoid it.
__DRIdrawable *drawable);
void intel_prepare_render(struct brw_context *brw);
-void brw_predraw_resolve_inputs(struct brw_context *brw);
+void brw_predraw_resolve_inputs(struct brw_context *brw, bool rendering);
void intel_resolve_for_dri2_flush(struct brw_context *brw,
__DRIdrawable *drawable);
* enabled depth texture, and flush the render cache for any dirty textures.
*/
void
-brw_predraw_resolve_inputs(struct brw_context *brw)
+brw_predraw_resolve_inputs(struct brw_context *brw, bool rendering)
{
struct gl_context *ctx = &brw->ctx;
struct intel_texture_object *tex_obj;
num_layers = INTEL_REMAINING_LAYERS;
}
- const bool disable_aux =
+ const bool disable_aux = rendering &&
intel_disable_rb_aux_buffer(brw, tex_obj->mt, min_level, num_levels,
"for sampling");
* and finalizing textures but before setting up any hardware state for
* this draw call.
*/
- brw_predraw_resolve_inputs(brw);
+ brw_predraw_resolve_inputs(brw, true);
brw_predraw_resolve_framebuffer(brw);
/* Bind all inputs, derive varying and size information: