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author | Marek Olšák <[email protected]> | 2013-11-21 15:41:36 +0100 |
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committer | Marek Olšák <[email protected]> | 2013-12-03 19:39:13 +0100 |
commit | 6b919b1b2d296f7d7410c2291b7e0332d7bef1a0 (patch) | |
tree | 38ad55fa40a9954919f97d41c11d8e6a4d0807bc /src/gallium/auxiliary/Android.mk | |
parent | 1a02bb71ddbf7312a84ac1693f562cca191a7d42 (diff) |
gallium/util: implement layered framebuffer clear in u_blitter
All bound layers (from first_layer to last_layer) should be cleared.
This uses a vertex shader which outputs gl_Layer = gl_InstanceID, so each
instance goes to a different layer. By rendering a quad and setting
the instance count to the number of layers, it will trivially clear all
layers.
This requires AMD_vertex_shader_layer (or PIPE_CAP_TGSI_VS_LAYER), which only
radeonsi supports at the moment. r600 could do this too. Standard DX11
hardware will have to use a geometry shader though, which has higher overhead.
Diffstat (limited to 'src/gallium/auxiliary/Android.mk')
0 files changed, 0 insertions, 0 deletions