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authorCharmaine Lee <[email protected]>2016-06-30 13:08:25 -0700
committerBrian Paul <[email protected]>2016-07-08 12:53:20 -0600
commitc3c7ff014b531b18e87ddef920b20388a675ab94 (patch)
tree9e4e5aa8fd0e2c6fc62d683c3b43b5bb34f0f9af /bin
parentda98cee067fcf61ac6f2c70c91b0c8eab27eba92 (diff)
svga: rebind using render target surfaces in hw draw state
Currently when we rebind framebuffer resources at the beginning of the command buffer, we use the color buffer surfaces saved in the context hw clear state. But the surfaces could be different from the actual emitted render target surfaces if any of the color buffer surfaces is also used for shader resource, in that case, we create a backed surface for the collided render target surface. So to rebind the framebuffer resources correctly, use the render target surfaces saved in the context hw draw state. Tested with Heaven, Lightsmark2008, MTT piglit, glretrace, conform. Reviewed-by: Brian Paul <[email protected]>
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