* L2T cache will effectively be the shared memory area.
*/
QUNIFORM_SHARED_OFFSET,
+
+ /**
+ * Returns the number of layers in the framebuffer.
+ *
+ * This is used to cap gl_Layer in geometry shaders to avoid
+ * out-of-bounds accesses into the tile state during binning.
+ */
+ QUNIFORM_FB_LAYERS,
};
static inline uint32_t v3d_unit_data_create(uint32_t unit, uint32_t value)