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authorJason Ekstrand <[email protected]>2016-10-19 11:33:55 -0700
committerJason Ekstrand <[email protected]>2016-11-16 10:11:07 -0800
commitd2b4a9da038a200db3c5c61a11d5ea451cc6cc98 (patch)
tree2a4b74fc4198128708228164b8225314ff65dcb3 /include
parente283cd549c4aaf12cd74d7f15ddf4bda3fb009b0 (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]>
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