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authorZack Rusin <[email protected]>2014-03-06 18:43:44 -0500
committerZack Rusin <[email protected]>2014-03-07 12:49:33 -0500
commitdfa25ea5cd19d5a050a1c94bd7370a2259b9f007 (patch)
tree8ce2db3ceab01311df710c2d7f307f5b708312c5 /src/gallium/drivers/radeonsi
parent7d5903980ed7c4405e20dbc4f5ade9d202c559cb (diff)
gallium: allow setting of the internal stream output offset
D3D10 allows setting of the internal offset of a buffer, which is in general only incremented via actual stream output writes. By allowing setting of the internal offset draw_auto is capable of rendering from buffers which have not been actually streamed out to. Our interface didn't allow. This change functionally shouldn't make any difference to OpenGL where instead of an append_bitmask you just get a real array where -1 means append (like in D3D) and 0 means do not append. Signed-off-by: Zack Rusin <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]> Reviewed-by: Jose Fonseca <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
Diffstat (limited to 'src/gallium/drivers/radeonsi')
-rw-r--r--src/gallium/drivers/radeonsi/si_descriptors.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gallium/drivers/radeonsi/si_descriptors.c b/src/gallium/drivers/radeonsi/si_descriptors.c
index 06b29d42b8b..6b0ff91c2bc 100644
--- a/src/gallium/drivers/radeonsi/si_descriptors.c
+++ b/src/gallium/drivers/radeonsi/si_descriptors.c
@@ -605,7 +605,7 @@ void si_set_ring_buffer(struct pipe_context *ctx, uint shader, uint slot,
static void si_set_streamout_targets(struct pipe_context *ctx,
unsigned num_targets,
struct pipe_stream_output_target **targets,
- unsigned append_bitmask)
+ const unsigned *offsets)
{
struct si_context *sctx = (struct si_context *)ctx;
struct si_buffer_resources *buffers = &sctx->rw_buffers[PIPE_SHADER_VERTEX];
@@ -618,7 +618,7 @@ static void si_set_streamout_targets(struct pipe_context *ctx,
*/
/* Set the VGT regs. */
- r600_set_streamout_targets(ctx, num_targets, targets, append_bitmask);
+ r600_set_streamout_targets(ctx, num_targets, targets, offsets);
/* Set the shader resources.*/
for (i = 0; i < num_targets; i++) {