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authorMarek Olšák <[email protected]>2013-11-21 15:41:36 +0100
committerMarek Olšák <[email protected]>2013-12-03 19:39:13 +0100
commit6b919b1b2d296f7d7410c2291b7e0332d7bef1a0 (patch)
tree38ad55fa40a9954919f97d41c11d8e6a4d0807bc /src/gallium/auxiliary/util/u_framebuffer.c
parent1a02bb71ddbf7312a84ac1693f562cca191a7d42 (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/util/u_framebuffer.c')
-rw-r--r--src/gallium/auxiliary/util/u_framebuffer.c24
1 files changed, 24 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/util/u_framebuffer.c b/src/gallium/auxiliary/util/u_framebuffer.c
index f84485d1f1c..683967237e9 100644
--- a/src/gallium/auxiliary/util/u_framebuffer.c
+++ b/src/gallium/auxiliary/util/u_framebuffer.c
@@ -147,3 +147,27 @@ util_framebuffer_min_size(const struct pipe_framebuffer_state *fb,
return TRUE;
}
}
+
+
+/**
+ * Return the number of layers set in the framebuffer state.
+ */
+unsigned
+util_framebuffer_get_num_layers(const struct pipe_framebuffer_state *fb)
+{
+ unsigned i, num_layers = 0;
+
+ for (i = 0; i < fb->nr_cbufs; i++) {
+ if (fb->cbufs[i]) {
+ unsigned num = fb->cbufs[i]->u.tex.last_layer -
+ fb->cbufs[i]->u.tex.first_layer + 1;
+ num_layers = MAX2(num_layers, num);
+ }
+ }
+ if (fb->zsbuf) {
+ unsigned num = fb->zsbuf->u.tex.last_layer -
+ fb->zsbuf->u.tex.first_layer + 1;
+ num_layers = MAX2(num_layers, num);
+ }
+ return num_layers;
+}