#include "si_pipe.h"
#include "sid.h"
-#include "util/u_format.h"
+#include "util/format/u_format.h"
#include "util/u_pack_color.h"
#include "util/u_surface.h"
continue;
tex->separate_dcc_dirty = true;
+ tex->displayable_dcc_dirty = true;
/* DCC fast clear with MSAA should clear CMASK to 0xC. */
if (tex->buffer.b.b.nr_samples >= 2 && tex->cmask_buffer) {
/* Depth is always present. */
clear = PIPE_CLEAR_DEPTH;
- desc->unpack_z_float(&depth, 0, data, 0, 1, 1);
+ util_format_unpack_z_float(tex->format, &depth, data, 1);
if (stex->surface.has_stencil) {
clear |= PIPE_CLEAR_STENCIL;
- desc->unpack_s_8uint(&stencil, 0, data, 0, 1, 1);
+ util_format_unpack_s_8uint(tex->format,
+ &stencil, data, 1);
}
si_clear_depth_stencil(pipe, sf, clear, depth, stencil,
} else {
union pipe_color_union color;
- /* pipe_color_union requires the full vec4 representation. */
- if (util_format_is_pure_uint(tex->format))
- desc->unpack_rgba_uint(color.ui, 0, data, 0, 1, 1);
- else if (util_format_is_pure_sint(tex->format))
- desc->unpack_rgba_sint(color.i, 0, data, 0, 1, 1);
- else
- desc->unpack_rgba_float(color.f, 0, data, 0, 1, 1);
+ util_format_unpack_rgba(tex->format, color.ui, data, 1);
if (screen->is_format_supported(screen, tex->format,
tex->target, 0, 0,