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author | Jason Ekstrand <[email protected]> | 2016-10-19 11:33:55 -0700 |
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committer | Jason Ekstrand <[email protected]> | 2016-11-16 10:11:07 -0800 |
commit | d2b4a9da038a200db3c5c61a11d5ea451cc6cc98 (patch) | |
tree | 2a4b74fc4198128708228164b8225314ff65dcb3 /bin | |
parent | e283cd549c4aaf12cd74d7f15ddf4bda3fb009b0 (diff) |
anv: Rework the way render target surfaces are allocated
This commit moves the allocation and filling out of surface state from
CreateImageView time to BeginRenderPass time. Instead of allocating the
render target surface state as part of the image view, we allocate it in
the command buffer state at the same time that we set up clears. For
secondary command buffers, we allocate memory for the surface states in
BeginCommandBuffer but don't fill them out; instead, we use our new
SOL-based memcpy function to copy the surface states from the primary
command buffer. This allows us to handle secondary command buffers without
the user specifying the framebuffer ahead-of-time.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Diffstat (limited to 'bin')
0 files changed, 0 insertions, 0 deletions