/** Offset into 'bo' where the auxiliary surface starts. */
uint32_t offset;
+ /**
+ * Fast clear color for this surface. For depth surfaces, the clear
+ * value is stored as a float32 in the red component.
+ */
+ union isl_color_value clear_color;
+
+ /** Buffer object containing the indirect clear color. */
+ struct iris_bo *clear_color_bo;
+
+ /** Offset into bo where the clear color can be found. */
+ uint64_t clear_color_offset;
+
/**
* \brief The type of auxiliary compression used by this resource.
*
struct pipe_sampler_view base;
struct isl_view view;
+ union isl_color_value clear_color;
+
/* A short-cut (not a reference) to the actual resource being viewed.
* Multi-planar (or depth+stencil) images may have multiple resources
* chained together; this skips having to traverse base->texture->*.
struct iris_surface {
struct pipe_surface base;
struct isl_view view;
+ union isl_color_value clear_color;
/** The resource (BO) holding our SURFACE_STATE. */
struct iris_state_ref surface_state;
void *buffer;
void *ptr;
+ /** A linear staging resource for GPU-based copy_region transfers. */
+ struct pipe_resource *staging;
+ struct blorp_context *blorp;
+ struct iris_batch *batch;
+
void (*unmap)(struct iris_transfer *);
};
void iris_get_depth_stencil_resources(struct pipe_resource *res,
struct iris_resource **out_z,
struct iris_resource **out_s);
+bool iris_resource_set_clear_color(struct iris_context *ice,
+ struct iris_resource *res,
+ union isl_color_value color);
+union isl_color_value
+iris_resource_get_clear_color(const struct iris_resource *res,
+ struct iris_bo **clear_color_bo,
+ uint64_t *clear_color_offset);
void iris_init_screen_resource_functions(struct pipe_screen *pscreen);
#define INTEL_REMAINING_LAYERS UINT32_MAX
#define INTEL_REMAINING_LEVELS UINT32_MAX
+void
+iris_hiz_exec(struct iris_context *ice,
+ struct iris_batch *batch,
+ struct iris_resource *res,
+ unsigned int level, unsigned int start_layer,
+ unsigned int num_layers, enum isl_aux_op op,
+ bool update_clear_depth);
+
/**
* Prepare a miptree for access
*