I noticed this when trying to find comments about pull constant buffers.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
.emit = brw_upload_wm_pull_constants,
};
+/**
+ * Creates a null renderbuffer surface.
+ *
+ * This is used when the shader doesn't write to any color output. An FB
+ * write to target 0 will still be emitted, because that's how the thread is
+ * terminated (and computed depth is returned), so we need to have the
+ * hardware discard the target 0 color output..
+ */
static void
brw_update_null_renderbuffer_surface(struct brw_context *brw, unsigned int unit)
{
true /* rw */);
}
+/**
+ * Creates a null renderbuffer surface.
+ *
+ * This is used when the shader doesn't write to any color output. An FB
+ * write to target 0 will still be emitted, because that's how the thread is
+ * terminated (and computed depth is returned), so we need to have the
+ * hardware discard the target 0 color output..
+ */
static void
gen7_update_null_renderbuffer_surface(struct brw_context *brw, unsigned unit)
{
}
/**
- * Create the constant buffer surface. Vertex/fragment shader constants will be
- * read from this buffer with Data Port Read instructions/messages.
+ * Creates a null renderbuffer surface.
+ *
+ * This is used when the shader doesn't write to any color output. An FB
+ * write to target 0 will still be emitted, because that's how the thread is
+ * terminated (and computed depth is returned), so we need to have the
+ * hardware discard the target 0 color output..
*/
static void
gen8_update_null_renderbuffer_surface(struct brw_context *brw, unsigned unit)