Iago Toral Quiroga 31a786c80a v3dv: handle QUNIFORM_FB_LAYERS
There is a bit of a corner case here for secondary buffers that
don't inherit framebuffer information, since those won't have
access to the number of layers in the framebuffer by the time
we get here. Since we only emit this to sanitize the value of
gl_Layer produced from geometry shaders, I think it is probably
fine to lie about it and just use the maximum number of layers
we support. The only issue with that is that broken shaders that
emit out of bounds layer indices (which the spect states may lead
to unfined shading results) may cause undefined results.

In the future we could do better and patch the uniform streams
later when the secondary is executed inside a primary, since we
will have the required framebuffer information at that point,
but for now this seems like a reasonable compromise.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>
2021-07-12 08:35:55 +02:00
2021-07-09 13:18:47 +00:00
2021-07-12 08:35:55 +02:00
2021-05-07 13:41:38 +00:00
2021-04-14 21:11:07 +00:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


Source
------

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Other repositories are likely forks, and code found there is not supported.


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---------------

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.. code-block:: sh

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