struct vc4_transfer {
struct pipe_transfer base;
void *map;
+
+ struct pipe_resource *ss_resource;
+ struct pipe_box ss_box;
};
struct vc4_resource_slice {
*/
uint64_t writes;
+ /**
+ * Bitmask of PIPE_CLEAR_COLOR0, PIPE_CLEAR_DEPTH, PIPE_CLEAR_STENCIL
+ * for which parts of the resource are defined.
+ *
+ * Used for avoiding fallback to quad clears for clearing just depth,
+ * when the stencil contents have never been initialized. Note that
+ * we're lazy and fields not present in the buffer (DEPTH in a color
+ * buffer) may get marked.
+ */
+ uint32_t initialized_buffers;
+
/**
* Resource containing the non-GL_TEXTURE_BASE_LEVEL-rebased texture
* contents, or the 4-byte index buffer.