for (i = 0; i < nr_bufs; i++) {
if (bufs[i]) {
struct fd_resource *rsc = fd_resource(bufs[i]->texture);
- /* note: PIPE_BUFFER disallowed for surfaces */
- unsigned lvl = bufs[i]->u.tex.level;
- struct fd_resource_slice *slice = fd_resource_slice(rsc, lvl);
- uint32_t offset = fd_resource_offset(rsc, lvl, bufs[i]->u.tex.first_layer);
enum pipe_format format = fd4_gmem_restore_format(bufs[i]->format);
/* The restore blit_zs shader expects stencil in sampler 0,
format = fd4_gmem_restore_format(rsc->base.b.format);
}
+ /* note: PIPE_BUFFER disallowed for surfaces */
+ unsigned lvl = bufs[i]->u.tex.level;
+ struct fd_resource_slice *slice = fd_resource_slice(rsc, lvl);
+ unsigned offset = fd_resource_offset(rsc, lvl, bufs[i]->u.tex.first_layer);
+
/* z32 restore is accomplished using depth write. If there is
* no stencil component (ie. PIPE_FORMAT_Z32_FLOAT_S8X24_UINT)
* then no render target: