struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
v3d_job_add_bo(job, rsc->bo);
- job->resolve |= PIPE_CLEAR_DEPTH;
+ job->store |= PIPE_CLEAR_DEPTH;
rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
}
v3d_job_add_bo(job, rsc->bo);
- job->resolve |= PIPE_CLEAR_STENCIL;
+ job->store |= PIPE_CLEAR_STENCIL;
rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
}
for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
uint32_t bit = PIPE_CLEAR_COLOR0 << i;
- if (job->resolve & bit || !job->cbufs[i])
+ if (job->store & bit || !job->cbufs[i])
continue;
struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
- job->resolve |= bit;
+ job->store |= bit;
v3d_job_add_bo(job, rsc->bo);
}
job->draw_min_y = 0;
job->draw_max_x = v3d->framebuffer.width;
job->draw_max_y = v3d->framebuffer.height;
- job->cleared |= buffers;
- job->resolve |= buffers;
+ job->clear |= buffers;
+ job->store |= buffers;
v3d_start_draw(v3d);
}