FD_BUFFER_DEPTH = PIPE_CLEAR_DEPTH,
FD_BUFFER_STENCIL = PIPE_CLEAR_STENCIL,
FD_BUFFER_ALL = FD_BUFFER_COLOR | FD_BUFFER_DEPTH | FD_BUFFER_STENCIL,
- } invalidated, cleared, restore, resolve;
+ } invalidated, cleared, fast_cleared, restore, resolve;
/* is this a non-draw batch (ie compute/blit which has no pfb state)? */
bool nondraw : 1;
FD_GMEM_LOGICOP_ENABLED = 0x20,
} gmem_reason;
unsigned num_draws; /* number of draws in current batch */
+ unsigned num_vertices; /* number of vertices in current batch */
/* Track the maximal bounds of the scissor of all the draws within a
* batch. Used at the tile rendering step (fd_gmem_render_tiles(),
*/
struct util_dynarray draw_patches;
- /* Keep track of blitter GMEM offsets that need to be patched up once we
- * know the gmem layout:
- */
- struct util_dynarray gmem_patches;
-
/* Keep track of writes to RB_RENDER_CONTROL which need to be patched
* once we know whether or not to use GMEM, and GMEM tile pitch.
*
*/
struct util_dynarray rbrc_patches;
+ /* Keep track of GMEM related values that need to be patched up once we
+ * know the gmem layout:
+ */
+ struct util_dynarray gmem_patches;
+
+ /* Keep track of pointer to start of MEM exports for a20x binning shaders
+ *
+ * this is so the end of the shader can be cut off at the right point
+ * depending on the GMEM configuration
+ */
+ struct util_dynarray shader_patches;
+
struct pipe_framebuffer_state framebuffer;
struct fd_submit *submit;
struct fd_ringbuffer *tile_setup;
struct fd_ringbuffer *tile_fini;
+ union pipe_color_union clear_color[MAX_RENDER_TARGETS];
+ double clear_depth;
+ unsigned clear_stencil;
+
/**
* hw query related state:
*/