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authorKenneth Graunke <[email protected]>2013-08-14 19:43:09 -0700
committerKenneth Graunke <[email protected]>2013-08-19 13:17:00 -0700
commit7c717690b5594c768a18cc2a00364e5ec7bc20ab (patch)
tree3c05b3a61ea6cf9f6c83e2d1d7238edeb4c71e45 /.gitignore
parentc5fe7d063cc886ef1307f8ea58a301debed12fba (diff)
i965: Use SURF_INDEX_DRAW() for drawbuffer binding table indices.
SURF_INDEX_DRAW() has been the identity function since the dawn of time, and both the shader code and binding table upload code relied on that, simply using X rather than SURF_INDEX_DRAW(X). Even if that continues to be true, using the macro clarifies the code. The comment about draw buffers needing to be first in order for headerless render target writes to work turned out to be wrong; with this change, SURF_INDEX_DRAW can be changed to arbitrary indices and everything continues working. The confusion was over the "Render Target Index" field in the FB write message header. If it were a binding table index, then RT 0 would have to be at index 0 for headerless FB writes to work. However, it's actually an index into the blend state table, so there's no problem. Signed-off-by: Kenneth Graunke <[email protected]> Cc: Paul Berry <[email protected]>
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