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authorAlyssa Rosenzweig <[email protected]>2019-11-12 14:19:52 -0500
committerTomeu Vizoso <[email protected]>2019-11-13 15:27:56 +0000
commitfd81916ee5d9336e81d9f7598dc1c98b715f3358 (patch)
treed0c624f386232e6a4a1c0f340b2f8a0a763e9942 /src/panfrost
parente101af8671a13a8eb8ce714e07294b73a99821cd (diff)
pan/midgard: Add blend shader selection bits for MRT
This is less complicated than previously thought. Note we have no way of specifying the work register count for blend shaders; it must be strictly less than the work register count of the corresponding fragment shader (which is fine since we force the fragment shader to report a count of 16 with a blend shader as a major hack until we get register pressure down for blend shaders). TODO: pandecode the flags. Signed-off-by: Alyssa Rosenzweig <[email protected]>
Diffstat (limited to 'src/panfrost')
-rw-r--r--src/panfrost/include/panfrost-job.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/panfrost/include/panfrost-job.h b/src/panfrost/include/panfrost-job.h
index fb356e1e6d9..d9a3fe9327e 100644
--- a/src/panfrost/include/panfrost-job.h
+++ b/src/panfrost/include/panfrost-job.h
@@ -417,6 +417,14 @@ union midgard_blend {
};
};
+/* We need to load the tilebuffer to blend (i.e. the destination factor is not
+ * ZERO) */
+
+#define MALI_BLEND_LOAD_TIB (0x1)
+
+/* A blend shader is used to blend this render target */
+#define MALI_BLEND_MRT_SHADER (0x2)
+
/* On MRT Midgard systems (using an MFBD), each render target gets its own
* blend descriptor */