pandecode_log("};\n");
}
-static void
+static unsigned
pandecode_replay_mfbd_bfr(uint64_t gpu_va, int job_no, bool with_render_targets)
{
struct pandecode_mapped_memory *mem = pandecode_find_mapped_gpu_mem_containing(gpu_va);
if (with_render_targets)
pandecode_render_target(gpu_va, job_no, fb);
+
+ /* Passback the render target count */
+ return MALI_NEGATIVE(fb->rt_count_1);
}
static void
mali_ptr shader_meta_ptr = (u64) (uintptr_t) (p->_shader_upper << 4);
struct pandecode_mapped_memory *attr_mem;
+ unsigned rt_count = 1;
+
/* On Bifrost, since the tiler heap (for tiler jobs) and the scratchpad
* are the only things actually needed from the FBD, vertex/tiler jobs
* no longer reference the FBD -- instead, this field points to some
if (is_bifrost)
pandecode_replay_scratchpad(p->framebuffer & ~FBD_TYPE, job_no, suffix);
else if (p->framebuffer & MALI_MFBD)
- pandecode_replay_mfbd_bfr((u64) ((uintptr_t) p->framebuffer) & FBD_MASK, job_no, false);
+ rt_count = pandecode_replay_mfbd_bfr((u64) ((uintptr_t) p->framebuffer) & FBD_MASK, job_no, false);
else if (job_type == JOB_TYPE_COMPUTE)
pandecode_compute_fbd((u64) (uintptr_t) p->framebuffer, job_no);
else
if (job_type == JOB_TYPE_TILER) {
void* blend_base = (void *) (s + 1);
- for (unsigned i = 0; i < 4; i++) {
+ for (unsigned i = 0; i < rt_count; i++) {
mali_ptr shader = 0;
if (is_bifrost)