Commit bdef17b0 authored by Emma Anholt's avatar Emma Anholt
Browse files

v3d: Store the actual mask of color buffers present in the key.

If you only bound rt 1+, we'd still emit a write to the rt0 that isn't
present (noticed while debugging an
ext_framebuffer_multisample-alpha-to-coverage-no-draw-buffer-zero
regression in another change).
parent 17a649af
......@@ -1129,8 +1129,8 @@ emit_frag_end(struct v3d_compile *c)
*/
bool has_any_tlb_color_write = false;
for (int rt = 0; rt < c->fs_key->nr_cbufs; rt++) {
if (c->output_color_var[rt])
for (int rt = 0; rt < V3D_MAX_DRAW_BUFFERS; rt++) {
if (c->fs_key->cbufs & (1 << rt) && c->output_color_var[rt])
has_any_tlb_color_write = true;
}
......@@ -1194,8 +1194,8 @@ emit_frag_end(struct v3d_compile *c)
* uniform setup
*/
for (int rt = 0; rt < c->fs_key->nr_cbufs; rt++) {
if (!c->output_color_var[rt])
for (int rt = 0; rt < V3D_MAX_DRAW_BUFFERS; rt++) {
if (!(c->fs_key->cbufs & (1 << rt)) || !c->output_color_var[rt])
continue;
nir_variable *var = c->output_color_var[rt];
......
......@@ -357,7 +357,8 @@ struct v3d_fs_key {
bool sample_alpha_to_one;
bool clamp_color;
bool shade_model_flat;
uint8_t nr_cbufs;
/* Mask of which color render targets are present. */
uint8_t cbufs;
uint8_t swap_color_rb;
/* Mask of which render targets need to be written as 32-bit floats */
uint8_t f32_color_rb;
......
......@@ -199,11 +199,10 @@ v3d_shader_precompile(struct v3d_context *v3d,
nir_foreach_variable(var, &s->outputs) {
if (var->data.location == FRAG_RESULT_COLOR) {
key.nr_cbufs = 1;
key.cbufs |= 1 << 0;
} else if (var->data.location >= FRAG_RESULT_DATA0) {
key.nr_cbufs = MAX2(key.nr_cbufs,
var->data.location -
FRAG_RESULT_DATA0 + 1);
key.cbufs |= 1 << (var->data.location -
FRAG_RESULT_DATA0);
}
}
......@@ -526,17 +525,19 @@ v3d_update_compiled_fs(struct v3d_context *v3d, uint8_t prim_mode)
key->alpha_test_func = v3d->zsa->base.alpha.func;
}
/* gl_FragColor's propagation to however many bound color buffers
* there are means that the buffer count needs to be in the key.
*/
key->nr_cbufs = v3d->framebuffer.nr_cbufs;
key->swap_color_rb = v3d->swap_color_rb;
for (int i = 0; i < key->nr_cbufs; i++) {
for (int i = 0; i < v3d->framebuffer.nr_cbufs; i++) {
struct pipe_surface *cbuf = v3d->framebuffer.cbufs[i];
if (!cbuf)
continue;
/* gl_FragColor's propagation to however many bound color
* buffers there are means that the shader compile needs to
* know what buffers are present.
*/
key->cbufs |= 1 << i;
const struct util_format_description *desc =
util_format_description(cbuf->format);
......
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