}
}
+static void
+gm200_evaluate_depth_buffer(struct pipe_context *pipe)
+{
+ struct nvc0_context *nvc0 = nvc0_context(pipe);
+ struct nouveau_pushbuf *push = nvc0->base.pushbuf;
+
+ nvc0_state_validate_3d(nvc0, NVC0_NEW_3D_FRAMEBUFFER);
+ IMMED_NVC0(push, SUBC_3D(0x11fc), 1);
+}
+
/* =============================== BLIT CODE ===================================
*/
pipe->clear_depth_stencil = nvc0_clear_depth_stencil;
pipe->clear_texture = nv50_clear_texture;
pipe->clear_buffer = nvc0_clear_buffer;
+ if (nvc0->screen->base.class_3d >= GM200_3D_CLASS)
+ pipe->evaluate_depth_buffer = gm200_evaluate_depth_buffer;
}