For layered rendering we need to emit per layer rendering commands lists so we we can end up requiring a fairly large buffer for this if the number of layers is large enough. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>master
@@ -63,7 +63,7 @@ v3d_cl_ensure_space_with_branch(struct v3d_cl *cl, uint32_t space) | |||
if (cl_offset(cl) + space + cl_packet_length(BRANCH) <= cl->size) | |||
return; | |||
struct v3d_bo *new_bo = v3d_bo_alloc(cl->job->v3d->screen, 4096, "CL"); | |||
struct v3d_bo *new_bo = v3d_bo_alloc(cl->job->v3d->screen, space, "CL"); | |||
assert(space <= new_bo->size); | |||
/* Chain to the new BO from the old one. */ |