job->msaa = true;
}
- v3d_job_set_tile_buffer_size(job);
-
for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
if (cbufs[i])
_mesa_hash_table_insert(v3d->write_jobs,
struct pipe_surface *zsbuf = v3d->framebuffer.zsbuf;
struct v3d_job *job = v3d_get_job(v3d, cbufs, zsbuf);
+ if (v3d->framebuffer.samples >= 1)
+ job->msaa = true;
+
+ v3d_job_set_tile_buffer_size(job);
+
/* The dirty flags are tracking what's been updated while v3d->job has
* been bound, so set them all to ~0 when switching between jobs. We
* also need to reset all state at the start of rendering.
case PIPE_CAP_TGSI_CAN_READ_OUTPUTS:
case PIPE_CAP_TGSI_PACK_HALF_FLOAT:
case PIPE_CAP_TEXTURE_HALF_FLOAT_LINEAR:
+ case PIPE_CAP_FRAMEBUFFER_NO_ATTACHMENT:
return 1;
case PIPE_CAP_GENERATE_MIPMAP:
}
}
+ /* FORMAT_NONE gets allowed for ARB_framebuffer_no_attachments's probe
+ * of FRAMEBUFFER_MAX_SAMPLES
+ */
if ((usage & PIPE_BIND_RENDER_TARGET) &&
+ format != PIPE_FORMAT_NONE &&
!v3d_rt_format_supported(&screen->devinfo, format)) {
return FALSE;
}
}
}
#else /* V3D_VERSION >= 40 */
+ /* If we're emitting an RCL with GL_ARB_framebuffer_no_attachments,
+ * we still need to emit some sort of store.
+ */
+ if (!job->store) {
+ cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
+ store.buffer_to_store = NONE;
+ }
+ }
+
assert(!stores_pending);
/* GFXH-1461/GFXH-1689: The per-buffer store command's clear