if (blend->independent_blend_enable)
config.render_target_mask = 1 << rt;
else
- config.render_target_mask = (1 << VC5_MAX_DRAW_BUFFERS) - 1;
+ config.render_target_mask = (1 << V3D_MAX_DRAW_BUFFERS) - 1;
#else
assert(rt == 0);
#endif
#endif
if (blend->base.independent_blend_enable) {
- for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++)
+ for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++)
emit_rt_blend(v3d, job, &blend->base, i);
} else {
emit_rt_blend(v3d, job, &blend->base, 0);
* the view, so we merge them together at draw time.
*/
if (v3d->dirty & VC5_DIRTY_FRAGTEX)
- emit_textures(v3d, &v3d->fragtex);
+ emit_textures(v3d, &v3d->tex[PIPE_SHADER_FRAGMENT]);
if (v3d->dirty & VC5_DIRTY_VERTTEX)
- emit_textures(v3d, &v3d->verttex);
+ emit_textures(v3d, &v3d->tex[PIPE_SHADER_VERTEX]);
#endif
if (v3d->dirty & VC5_DIRTY_FLAT_SHADE_FLAGS) {
v3d->prog.bind_vs->tf_specs);
#if V3D_VERSION >= 40
- bool tf_enabled = (v3d->prog.bind_vs->num_tf_specs != 0 &&
- v3d->active_queries);
+ bool tf_enabled = v3d_transform_feedback_enabled(v3d);
job->tf_enabled |= tf_enabled;
cl_emit(&job->bcl, TRANSFORM_FEEDBACK_SPECS, tfe) {
};
#endif /* V3D_VERSION < 40 */
if (target) {
- v3d_job_add_write_resource(v3d->job,
- target->buffer);
+ v3d_job_add_tf_write_resource(v3d->job,
+ target->buffer);
}
/* XXX: buffer_size? */
}