svga: avoid ubinding render targets that have already been unbound

Fixed the remaining redundant SetRenderTargets command emission.

Tested with lightsMark2008, Heaven, mtt piglit, glretrace, conform.

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Charmaine Lee 2016-07-11 17:11:41 -07:00 committed by Brian Paul
parent 4f633d110a
commit 6b7923ee46
1 changed files with 6 additions and 1 deletions

View File

@ -168,6 +168,7 @@ emit_fb_vgpu10(struct svga_context *svga)
struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
const unsigned num_color = MAX2(curr->nr_cbufs, hw->nr_cbufs);
int last_rtv = -1;
unsigned i;
enum pipe_error ret = PIPE_OK;
@ -187,6 +188,7 @@ emit_fb_vgpu10(struct svga_context *svga)
}
assert(svga_surface(rtv[i])->view_id != SVGA3D_INVALID_ID);
last_rtv = i;
}
else {
rtv[i] = NULL;
@ -213,7 +215,10 @@ emit_fb_vgpu10(struct svga_context *svga)
if (ret != PIPE_OK)
return ret;
svga->state.hw_draw.num_rendertargets = num_color;
/* number of render targets sent to the device, not including trailing
* unbound render targets.
*/
svga->state.hw_draw.num_rendertargets = last_rtv + 1;
svga->state.hw_draw.dsv = dsv;
memcpy(svga->state.hw_draw.rtv, rtv, num_color * sizeof(rtv[0]));