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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/drivers/ilo
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/drivers/ilo')
-rw-r--r--src/gallium/drivers/ilo/ilo_blitter_pipe.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gallium/drivers/ilo/ilo_blitter_pipe.c b/src/gallium/drivers/ilo/ilo_blitter_pipe.c
index b4dd3ad91c5..fa4f1582b7f 100644
--- a/src/gallium/drivers/ilo/ilo_blitter_pipe.c
+++ b/src/gallium/drivers/ilo/ilo_blitter_pipe.c
@@ -220,7 +220,7 @@ ilo_blitter_pipe_clear_fb(struct ilo_blitter *blitter,
ilo_blitter_pipe_begin(blitter, ILO_BLITTER_PIPE_CLEAR_FB, false);
util_blitter_clear(blitter->pipe_blitter,
- blitter->ilo->fb.state.width, blitter->ilo->fb.state.height,
+ blitter->ilo->fb.state.width, blitter->ilo->fb.state.height, 1,
buffers, color, depth, stencil);
ilo_blitter_pipe_end(blitter);