v3d: Add missing reference to the separate stencil buffer.

Noticed while debugging a missing flush of rendering in the z32f_s8 case.
This commit is contained in:
Eric Anholt 2018-06-19 15:48:15 -07:00
parent 1334295f29
commit a52c357a65
1 changed files with 13 additions and 11 deletions

View File

@ -563,21 +563,23 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
for (int i = 0; i < v3d->streamout.num_targets; i++)
v3d->streamout.offsets[i] += info->count;
if (v3d->zsa && job->zsbuf &&
(v3d->zsa->base.depth.enabled ||
v3d->zsa->base.stencil[0].enabled)) {
if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth.enabled) {
struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
v3d_job_add_bo(job, rsc->bo);
if (v3d->zsa->base.depth.enabled) {
job->resolve |= PIPE_CLEAR_DEPTH;
rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
}
job->resolve |= PIPE_CLEAR_DEPTH;
rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
}
if (v3d->zsa->base.stencil[0].enabled) {
job->resolve |= PIPE_CLEAR_STENCIL;
rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
}
if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
if (rsc->separate_stencil)
rsc = rsc->separate_stencil;
v3d_job_add_bo(job, rsc->bo);
job->resolve |= PIPE_CLEAR_STENCIL;
rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
}
for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {