gallium/util: use uint sampler for stencil-reads
[mesa.git] / src / gallium / drivers / vc4 / vc4_draw.c
index 9f3765db1af9895a6c16f88f0317ba003720869c..b4523bb12500b39b93811c598f8cbb4470d9bd08 100644 (file)
@@ -24,8 +24,9 @@
 
 #include "util/u_blitter.h"
 #include "util/u_prim.h"
-#include "util/u_format.h"
+#include "util/format/u_format.h"
 #include "util/u_pack_color.h"
+#include "util/u_split_draw.h"
 #include "util/u_upload_mgr.h"
 #include "indices/u_primconvert.h"
 
@@ -40,7 +41,7 @@ vc4_get_draw_cl_space(struct vc4_job *job, int vert_count)
         /* The SW-5891 workaround may cause us to emit multiple shader recs
          * and draw packets.
          */
-        int num_draws = DIV_ROUND_UP(vert_count, 65535) + 1;
+        int num_draws = DIV_ROUND_UP(vert_count, 65535 - 2) + 1;
 
         /* Binner gets our packet state -- vc4_emit.c contents,
          * and the primitive itself.
@@ -81,39 +82,32 @@ vc4_start_draw(struct vc4_context *vc4)
 
         vc4_get_draw_cl_space(job, 0);
 
-        struct vc4_cl_out *bcl = cl_start(&job->bcl);
-        //   Tile state data is 48 bytes per tile, I think it can be thrown away
-        //   as soon as binning is finished.
-        cl_u8(&bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
-        cl_u32(&bcl, 0); /* tile alloc addr, filled by kernel */
-        cl_u32(&bcl, 0); /* tile alloc size, filled by kernel */
-        cl_u32(&bcl, 0); /* tile state addr, filled by kernel */
-        cl_u8(&bcl, job->draw_tiles_x);
-        cl_u8(&bcl, job->draw_tiles_y);
-        /* Other flags are filled by kernel. */
-        cl_u8(&bcl, job->msaa ? VC4_BIN_CONFIG_MS_MODE_4X : 0);
+        cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION, bin) {
+                bin.width_in_tiles = job->draw_tiles_x;
+                bin.height_in_tiles = job->draw_tiles_y;
+                bin.multisample_mode_4x = job->msaa;
+        }
 
         /* START_TILE_BINNING resets the statechange counters in the hardware,
          * which are what is used when a primitive is binned to a tile to
          * figure out what new state packets need to be written to that tile's
          * command list.
          */
-        cl_u8(&bcl, VC4_PACKET_START_TILE_BINNING);
+        cl_emit(&job->bcl, START_TILE_BINNING, start);
 
         /* Reset the current compressed primitives format.  This gets modified
          * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
          * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
          * of every tile.
          */
-        cl_u8(&bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
-        cl_u8(&bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
-                     VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
+        cl_emit(&job->bcl, PRIMITIVE_LIST_FORMAT, list) {
+                list.data_type = _16_BIT_INDEX;
+                list.primitive_type = TRIANGLES_LIST;
+        }
 
         job->needs_flush = true;
         job->draw_width = vc4->framebuffer.width;
         job->draw_height = vc4->framebuffer.height;
-
-        cl_end(&job->bcl, bcl);
 }
 
 static void
@@ -123,12 +117,13 @@ vc4_predraw_check_textures(struct pipe_context *pctx,
         struct vc4_context *vc4 = vc4_context(pctx);
 
         for (int i = 0; i < stage_tex->num_textures; i++) {
-                struct pipe_sampler_view *view = stage_tex->textures[i];
+                struct vc4_sampler_view *view =
+                        vc4_sampler_view(stage_tex->textures[i]);
                 if (!view)
                         continue;
-                struct vc4_resource *rsc = vc4_resource(view->texture);
-                if (rsc->shadow_parent)
-                        vc4_update_shadow_baselevel_texture(pctx, view);
+
+                if (view->texture != view->base.texture)
+                        vc4_update_shadow_baselevel_texture(pctx, &view->base);
 
                 vc4_flush_jobs_writing_resource(vc4, view->texture);
         }
@@ -149,44 +144,49 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
          * we emit a dummy read.
          */
         uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
+
         /* Emit the shader record. */
-        struct vc4_cl_out *shader_rec =
-                cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
-        /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
-        cl_u16(&shader_rec,
-               VC4_SHADER_FLAG_ENABLE_CLIPPING |
-               (vc4->prog.fs->fs_threaded ?
-                0 : VC4_SHADER_FLAG_FS_SINGLE_THREAD) |
-               ((info->mode == PIPE_PRIM_POINTS &&
-                 vc4->rasterizer->base.point_size_per_vertex) ?
-                VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
-
-        /* VC4_DIRTY_COMPILED_FS */
-        cl_u8(&shader_rec, 0); /* fs num uniforms (unused) */
-        cl_u8(&shader_rec, vc4->prog.fs->num_inputs);
-        cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.fs->bo, 0);
-        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
-
-        /* VC4_DIRTY_COMPILED_VS */
-        cl_u16(&shader_rec, 0); /* vs num uniforms */
-        cl_u8(&shader_rec, vc4->prog.vs->vattrs_live);
-        cl_u8(&shader_rec, vc4->prog.vs->vattr_total_size);
-        cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
-        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
-
-        /* VC4_DIRTY_COMPILED_CS */
-        cl_u16(&shader_rec, 0); /* cs num uniforms */
-        cl_u8(&shader_rec, vc4->prog.cs->vattrs_live);
-        cl_u8(&shader_rec, vc4->prog.cs->vattr_total_size);
-        cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
-        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
+        cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
+
+        cl_emit(&job->shader_rec, SHADER_RECORD, rec) {
+                rec.enable_clipping = true;
+
+                /* VC4_DIRTY_COMPILED_FS */
+                rec.fragment_shader_is_single_threaded =
+                        !vc4->prog.fs->fs_threaded;
+
+                /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
+                rec.point_size_included_in_shaded_vertex_data =
+                         (info->mode == PIPE_PRIM_POINTS &&
+                          vc4->rasterizer->base.point_size_per_vertex);
+
+                /* VC4_DIRTY_COMPILED_FS */
+                rec.fragment_shader_number_of_varyings =
+                        vc4->prog.fs->num_inputs;
+                rec.fragment_shader_code_address =
+                        cl_address(vc4->prog.fs->bo, 0);
+
+                rec.coordinate_shader_attribute_array_select_bits =
+                         vc4->prog.cs->vattrs_live;
+                rec.coordinate_shader_total_attributes_size =
+                         vc4->prog.cs->vattr_offsets[8];
+                rec.coordinate_shader_code_address =
+                        cl_address(vc4->prog.cs->bo, 0);
+
+                rec.vertex_shader_attribute_array_select_bits =
+                         vc4->prog.vs->vattrs_live;
+                rec.vertex_shader_total_attributes_size =
+                         vc4->prog.vs->vattr_offsets[8];
+                rec.vertex_shader_code_address =
+                        cl_address(vc4->prog.vs->bo, 0);
+        };
 
         uint32_t max_index = 0xffff;
         for (int i = 0; i < vtx->num_elements; i++) {
                 struct pipe_vertex_element *elem = &vtx->pipe[i];
                 struct pipe_vertex_buffer *vb =
                         &vertexbuf->vb[elem->vertex_buffer_index];
-                struct vc4_resource *rsc = vc4_resource(vb->buffer);
+                struct vc4_resource *rsc = vc4_resource(vb->buffer.resource);
                 /* not vc4->dirty tracked: vc4->last_index_bias */
                 uint32_t offset = (vb->buffer_offset +
                                    elem->src_offset +
@@ -196,11 +196,15 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
                 uint32_t elem_size =
                         util_format_get_blocksize(elem->src_format);
 
-                cl_reloc(job, &job->shader_rec, &shader_rec, rsc->bo, offset);
-                cl_u8(&shader_rec, elem_size - 1);
-                cl_u8(&shader_rec, vb->stride);
-                cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
-                cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);
+                cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
+                        attr.address = cl_address(rsc->bo, offset);
+                        attr.number_of_bytes_minus_1 = elem_size - 1;
+                        attr.stride = vb->stride;
+                        attr.coordinate_shader_vpm_offset =
+                                vc4->prog.cs->vattr_offsets[i];
+                        attr.vertex_shader_vpm_offset =
+                                vc4->prog.vs->vattr_offsets[i];
+                }
 
                 if (vb->stride > 0) {
                         max_index = MIN2(max_index,
@@ -211,24 +215,27 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
         if (vtx->num_elements == 0) {
                 assert(num_elements_emit == 1);
                 struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
-                cl_reloc(job, &job->shader_rec, &shader_rec, bo, 0);
-                cl_u8(&shader_rec, 16 - 1); /* element size */
-                cl_u8(&shader_rec, 0); /* stride */
-                cl_u8(&shader_rec, 0); /* VS VPM offset */
-                cl_u8(&shader_rec, 0); /* CS VPM offset */
+
+                cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
+                        attr.address = cl_address(bo, 0);
+                        attr.number_of_bytes_minus_1 = 16 - 1;
+                        attr.stride = 0;
+                        attr.coordinate_shader_vpm_offset = 0;
+                        attr.vertex_shader_vpm_offset = 0;
+                }
+
                 vc4_bo_unreference(&bo);
         }
-        cl_end(&job->shader_rec, shader_rec);
-
-        struct vc4_cl_out *bcl = cl_start(&job->bcl);
-        /* the actual draw call. */
-        cl_u8(&bcl, VC4_PACKET_GL_SHADER_STATE);
-        assert(vtx->num_elements <= 8);
-        /* Note that number of attributes == 0 in the packet means 8
-         * attributes.  This field also contains the offset into shader_rec.
-         */
-        cl_u32(&bcl, num_elements_emit & 0x7);
-        cl_end(&job->bcl, bcl);
+
+        cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) {
+                /* Note that number of attributes == 0 in the packet means 8
+                 * attributes.  This field also contains the offset into
+                 * shader_rec.
+                 */
+                assert(vtx->num_elements <= 8);
+                shader_state.number_of_attribute_arrays =
+                        num_elements_emit & 0x7;
+        }
 
         vc4_write_uniforms(vc4, vc4->prog.fs,
                            &vc4->constbuf[PIPE_SHADER_FRAGMENT],
@@ -282,14 +289,27 @@ static void
 vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
 {
         struct vc4_context *vc4 = vc4_context(pctx);
+        struct pipe_draw_info local_info;
+
+       if (!info->count_from_stream_output && !info->indirect &&
+           !info->primitive_restart &&
+           !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
+               return;
 
         if (info->mode >= PIPE_PRIM_QUADS) {
-                util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
-                util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
-                util_primconvert_draw_vbo(vc4->primconvert, info);
-                perf_debug("Fallback conversion for %d %s vertices\n",
-                           info->count, u_prim_name(info->mode));
-                return;
+                if (info->mode == PIPE_PRIM_QUADS &&
+                    info->count == 4 &&
+                    !vc4->rasterizer->base.flatshade) {
+                        local_info = *info;
+                        local_info.mode = PIPE_PRIM_TRIANGLE_FAN;
+                        info = &local_info;
+                } else {
+                        util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
+                        util_primconvert_draw_vbo(vc4->primconvert, info);
+                        perf_debug("Fallback conversion for %d %s vertices\n",
+                                   info->count, u_prim_name(info->mode));
+                        return;
+                }
         }
 
         /* Before setting up the draw, do any fixup blits necessary. */
@@ -300,6 +320,14 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
 
         struct vc4_job *job = vc4_get_job_for_fbo(vc4);
 
+        /* Make sure that the raster order flags haven't changed, which can
+         * only be set at job granularity.
+         */
+        if (job->flags != vc4->rasterizer->tile_raster_order_flags) {
+                vc4_job_submit(vc4, job);
+                job = vc4_get_job_for_fbo(vc4);
+        }
+
         vc4_get_draw_cl_space(job, info->count);
 
         if (vc4->prim_mode != info->mode) {
@@ -315,6 +343,8 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
 
         vc4_emit_state(pctx);
 
+        bool needs_drawarrays_shader_state = false;
+
         if ((vc4->dirty & (VC4_DIRTY_VTXBUF |
                            VC4_DIRTY_VTXSTATE |
                            VC4_DIRTY_PRIM_MODE |
@@ -326,7 +356,10 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                            vc4->prog.vs->uniform_dirty_bits |
                            vc4->prog.fs->uniform_dirty_bits)) ||
             vc4->last_index_bias != info->index_bias) {
-                vc4_emit_gl_shader_state(vc4, info, 0);
+                if (info->index_size)
+                        vc4_emit_gl_shader_state(vc4, info, 0);
+                else
+                        needs_drawarrays_shader_state = true;
         }
 
         vc4->dirty = 0;
@@ -334,29 +367,48 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
         /* Note that the primitive type fields match with OpenGL/gallium
          * definitions, up to but not including QUADS.
          */
-        struct vc4_cl_out *bcl = cl_start(&job->bcl);
-        if (info->indexed) {
-                uint32_t offset = vc4->indexbuf.offset;
-                uint32_t index_size = vc4->indexbuf.index_size;
+        if (info->index_size) {
+                uint32_t index_size = info->index_size;
+                uint32_t offset = info->start * index_size;
                 struct pipe_resource *prsc;
-                if (vc4->indexbuf.index_size == 4) {
-                        prsc = vc4_get_shadow_index_buffer(pctx, &vc4->indexbuf,
+                if (info->index_size == 4) {
+                        prsc = vc4_get_shadow_index_buffer(pctx, info,
+                                                           offset,
                                                            info->count, &offset);
                         index_size = 2;
                 } else {
-                        if (vc4->indexbuf.user_buffer) {
+                        if (info->has_user_indices) {
                                 prsc = NULL;
                                 u_upload_data(vc4->uploader, 0,
                                               info->count * index_size, 4,
-                                              vc4->indexbuf.user_buffer,
+                                              info->index.user,
                                               &offset, &prsc);
                         } else {
-                                prsc = vc4->indexbuf.buffer;
+                                prsc = info->index.resource;
                         }
                 }
                 struct vc4_resource *rsc = vc4_resource(prsc);
 
-                cl_start_reloc(&job->bcl, &bcl, 1);
+                struct vc4_cl_out *bcl = cl_start(&job->bcl);
+
+                /* The original design for the VC4 kernel UABI had multiple
+                 * packets that used relocations in the BCL (some of which
+                 * needed two BOs), but later modifications eliminated all but
+                 * this one usage.  We have an arbitrary 32-bit offset value,
+                 * and need to also supply an arbitrary 32-bit index buffer
+                 * GEM handle, so we have this fake packet we emit in our BCL
+                 * to be validated, which the kernel uses at validation time
+                 * to perform the relocation in the IB packet (without
+                 * emitting to the actual HW).
+                 */
+                uint32_t hindex = vc4_gem_hindex(job, rsc->bo);
+                if (job->last_gem_handle_hindex != hindex) {
+                        cl_u8(&bcl, VC4_PACKET_GEM_HANDLES);
+                        cl_u32(&bcl, hindex);
+                        cl_u32(&bcl, 0);
+                        job->last_gem_handle_hindex = hindex;
+                }
+
                 cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
                 cl_u8(&bcl,
                       info->mode |
@@ -364,85 +416,61 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                        VC4_INDEX_BUFFER_U16:
                        VC4_INDEX_BUFFER_U8));
                 cl_u32(&bcl, info->count);
-                cl_reloc(job, &job->bcl, &bcl, rsc->bo, offset);
+                cl_u32(&bcl, offset);
                 cl_u32(&bcl, vc4->max_index);
+
+                cl_end(&job->bcl, bcl);
                 job->draw_calls_queued++;
 
-                if (vc4->indexbuf.index_size == 4 || vc4->indexbuf.user_buffer)
+                if (info->index_size == 4 || info->has_user_indices)
                         pipe_resource_reference(&prsc, NULL);
         } else {
                 uint32_t count = info->count;
                 uint32_t start = info->start;
                 uint32_t extra_index_bias = 0;
+                static const uint32_t max_verts = 65535;
+
+                /* GFXH-515 / SW-5891: The binner emits 16 bit indices for
+                 * drawarrays, which means that if start + count > 64k it
+                 * would truncate the top bits.  Work around this by emitting
+                 * a limited number of primitives at a time and reemitting the
+                 * shader state pointing farther down the vertex attribute
+                 * arrays.
+                 *
+                 * To do this properly for line loops or trifans, we'd need to
+                 * make a new VB containing the first vertex plus whatever
+                 * remainder.
+                 */
+                if (start + count > max_verts) {
+                        extra_index_bias = start;
+                        start = 0;
+                        needs_drawarrays_shader_state = true;
+                }
 
                 while (count) {
                         uint32_t this_count = count;
-                        uint32_t step = count;
-                        static const uint32_t max_verts = 65535;
-
-                        /* GFXH-515 / SW-5891: The binner emits 16 bit indices
-                         * for drawarrays, which means that if start + count >
-                         * 64k it would truncate the top bits.  Work around
-                         * this by emitting a limited number of primitives at
-                         * a time and reemitting the shader state pointing
-                         * farther down the vertex attribute arrays.
-                         *
-                         * To do this properly for line loops or trifans, we'd
-                         * need to make a new VB containing the first vertex
-                         * plus whatever remainder.
-                         */
-                        if (extra_index_bias) {
-                                cl_end(&job->bcl, bcl);
+                        uint32_t step;
+
+                        if (needs_drawarrays_shader_state) {
                                 vc4_emit_gl_shader_state(vc4, info,
                                                          extra_index_bias);
-                                bcl = cl_start(&job->bcl);
                         }
 
-                        if (start + count > max_verts) {
-                                switch (info->mode) {
-                                case PIPE_PRIM_POINTS:
-                                        this_count = step = max_verts;
-                                        break;
-                                case PIPE_PRIM_LINES:
-                                        this_count = step = max_verts - (max_verts % 2);
-                                        break;
-                                case PIPE_PRIM_LINE_STRIP:
-                                        this_count = max_verts;
-                                        step = max_verts - 1;
-                                        break;
-                                case PIPE_PRIM_LINE_LOOP:
-                                        this_count = max_verts;
-                                        step = max_verts - 1;
-                                        debug_warn_once("unhandled line loop "
-                                                        "looping behavior with "
-                                                        ">65535 verts\n");
-                                        break;
-                                case PIPE_PRIM_TRIANGLES:
-                                        this_count = step = max_verts - (max_verts % 3);
-                                        break;
-                                case PIPE_PRIM_TRIANGLE_STRIP:
-                                        this_count = max_verts;
-                                        step = max_verts - 2;
-                                        break;
-                                default:
-                                        debug_warn_once("unhandled primitive "
-                                                        "max vert count, truncating\n");
-                                        this_count = step = max_verts;
-                                }
-                        }
+                        u_split_draw(info, max_verts, &this_count, &step);
 
-                        cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
-                        cl_u8(&bcl, info->mode);
-                        cl_u32(&bcl, this_count);
-                        cl_u32(&bcl, start);
+                        cl_emit(&job->bcl, VERTEX_ARRAY_PRIMITIVES, array) {
+                                array.primitive_mode = info->mode;
+                                array.length = this_count;
+                                array.index_of_first_vertex = start;
+                        }
                         job->draw_calls_queued++;
 
                         count -= step;
                         extra_index_bias += start + step;
                         start = 0;
+                        needs_drawarrays_shader_state = true;
                 }
         }
-        cl_end(&job->bcl, bcl);
 
         /* We shouldn't have tripped the HW_2116 bug with the GFXH-515
          * workaround.
@@ -489,12 +517,46 @@ pack_rgba(enum pipe_format format, const float *rgba)
 }
 
 static void
-vc4_clear(struct pipe_context *pctx, unsigned buffers,
+vc4_clear(struct pipe_context *pctx, unsigned buffers, const struct pipe_scissor_state *scissor_state,
           const union pipe_color_union *color, double depth, unsigned stencil)
 {
         struct vc4_context *vc4 = vc4_context(pctx);
         struct vc4_job *job = vc4_get_job_for_fbo(vc4);
 
+        if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
+                struct vc4_resource *rsc =
+                        vc4_resource(vc4->framebuffer.zsbuf->texture);
+                unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
+
+                /* Clearing ZS will clear both Z and stencil, so if we're
+                 * trying to clear just one then we need to draw a quad to do
+                 * it instead.  We need to do this before setting up
+                 * tile-based clears in vc4->job, because the blitter may
+                 * submit the current job.
+                 */
+                if ((zsclear == PIPE_CLEAR_DEPTH ||
+                     zsclear == PIPE_CLEAR_STENCIL) &&
+                    (rsc->initialized_buffers & ~(zsclear | job->cleared)) &&
+                    util_format_is_depth_and_stencil(vc4->framebuffer.zsbuf->format)) {
+                        static const union pipe_color_union dummy_color = {};
+
+                        perf_debug("Partial clear of Z+stencil buffer, "
+                                   "drawing a quad instead of fast clearing\n");
+                        vc4_blitter_save(vc4);
+                        util_blitter_clear(vc4->blitter,
+                                           vc4->framebuffer.width,
+                                           vc4->framebuffer.height,
+                                           1,
+                                           zsclear,
+                                           &dummy_color, depth, stencil,
+                                           false);
+                        buffers &= ~zsclear;
+                        if (!buffers)
+                                return;
+                        job = vc4_get_job_for_fbo(vc4);
+                }
+        }
+
         /* We can't flag new buffers for clearing once we've queued draws.  We
          * could avoid this by using the 3d engine to clear.
          */
@@ -530,29 +592,6 @@ vc4_clear(struct pipe_context *pctx, unsigned buffers,
         if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
                 struct vc4_resource *rsc =
                         vc4_resource(vc4->framebuffer.zsbuf->texture);
-                unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
-
-                /* Clearing ZS will clear both Z and stencil, so if we're
-                 * trying to clear just one then we need to draw a quad to do
-                 * it instead.
-                 */
-                if ((zsclear == PIPE_CLEAR_DEPTH ||
-                     zsclear == PIPE_CLEAR_STENCIL) &&
-                    (rsc->initialized_buffers & ~(zsclear | job->cleared)) &&
-                    util_format_is_depth_and_stencil(vc4->framebuffer.zsbuf->format)) {
-                        perf_debug("Partial clear of Z+stencil buffer, "
-                                   "drawing a quad instead of fast clearing\n");
-                        vc4_blitter_save(vc4);
-                        util_blitter_clear(vc4->blitter,
-                                           vc4->framebuffer.width,
-                                           vc4->framebuffer.height,
-                                           1,
-                                           zsclear,
-                                           NULL, depth, stencil);
-                        buffers &= ~zsclear;
-                        if (!buffers)
-                                return;
-                }
 
                 /* Though the depth buffer is stored with Z in the high 24,
                  * for this field we just need to store it in the low 24.
@@ -564,7 +603,7 @@ vc4_clear(struct pipe_context *pctx, unsigned buffers,
                 if (buffers & PIPE_CLEAR_STENCIL)
                         job->clear_stencil = stencil;
 
-                rsc->initialized_buffers |= zsclear;
+                rsc->initialized_buffers |= (buffers & PIPE_CLEAR_DEPTHSTENCIL);
         }
 
         job->draw_min_x = 0;