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v3d: save geometry shader state for blitting
author
Iago Toral Quiroga
<itoral@igalia.com>
Fri, 11 Oct 2019 10:01:32 +0000
(12:01 +0200)
committer
Iago Toral Quiroga
<itoral@igalia.com>
Mon, 16 Dec 2019 07:42:37 +0000
(08:42 +0100)
Reviewed-by: Alejandro PiƱeiro <apinheiro@igalia.com>
src/gallium/drivers/v3d/v3d_blit.c
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diff --git
a/src/gallium/drivers/v3d/v3d_blit.c
b/src/gallium/drivers/v3d/v3d_blit.c
index f91caa9a92f51655e98b59bb5fb34040ba523ac5..c9614fc092ab3f1681a387a68d63c1190be2b9e5 100644
(file)
--- a/
src/gallium/drivers/v3d/v3d_blit.c
+++ b/
src/gallium/drivers/v3d/v3d_blit.c
@@
-172,6
+172,7
@@
v3d_blitter_save(struct v3d_context *v3d)
util_blitter_save_vertex_buffer_slot(v3d->blitter, v3d->vertexbuf.vb);
util_blitter_save_vertex_elements(v3d->blitter, v3d->vtx);
util_blitter_save_vertex_shader(v3d->blitter, v3d->prog.bind_vs);
+ util_blitter_save_geometry_shader(v3d->blitter, v3d->prog.bind_gs);
util_blitter_save_so_targets(v3d->blitter, v3d->streamout.num_targets,
v3d->streamout.targets);
util_blitter_save_rasterizer(v3d->blitter, v3d->rasterizer);