memset(svga->state.hw_draw.sampler_views, 0,
sizeof(svga->state.hw_draw.sampler_views));
svga->state.hw_draw.num_views = 0;
+ svga->state.hw_draw.num_rendertargets = 0;
+ svga->state.hw_draw.dsv = NULL;
/* Initialize the shader pointers */
svga->state.hw_draw.vs = NULL;
void
svga_propagate_rendertargets(struct svga_context *svga)
{
- const unsigned num_cbufs = svga_screen(svga->pipe.screen)->max_color_buffers;
unsigned i;
- for (i = 0; i < num_cbufs; i++) {
- if (svga->curr.framebuffer.cbufs[i]) {
- svga_propagate_surface(svga, svga->curr.framebuffer.cbufs[i]);
+ /* Note that we examine the svga->state.hw_draw.framebuffer surfaces,
+ * not the svga->curr.framebuffer surfaces, because it's the former
+ * surfaces which may be backing surface views (the actual render targets).
+ */
+ for (i = 0; i < svga->state.hw_draw.num_rendertargets; i++) {
+ struct pipe_surface *s = svga->state.hw_draw.rtv[i];
+ if (s) {
+ svga_propagate_surface(svga, s);
}
}
- if (svga->curr.framebuffer.zsbuf) {
- svga_propagate_surface(svga, svga->curr.framebuffer.zsbuf);
+ if (svga->state.hw_draw.dsv) {
+ svga_propagate_surface(svga, svga->state.hw_draw.dsv);
}
}