We need to scale the size of these arrays to consider up to
V3D_MAX_DRAW_BUFFERS render targets and 4 components per color.
v2: we want to store each color component separately, so scale by 4 too.
Reviewed-by: Eric Anholt <eric@anholt.net>
struct qreg *inputs;
struct qreg *outputs;
bool msaa_per_sample_output;
- struct qreg color_reads[V3D_MAX_SAMPLES];
- struct qreg sample_colors[V3D_MAX_SAMPLES];
+ struct qreg color_reads[V3D_MAX_DRAW_BUFFERS * V3D_MAX_SAMPLES * 4];
+ struct qreg sample_colors[V3D_MAX_DRAW_BUFFERS * V3D_MAX_SAMPLES * 4];
uint32_t inputs_array_size;
uint32_t outputs_array_size;
uint32_t uniforms_array_size;