There might still be Z/S updates so we can't drop the whole shader but
we can shortcircuit the colour pipeline.
Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5124>
/* Set for a shader, clear for an equation */
bool is_shader;
/* Set for a shader, clear for an equation */
bool is_shader;
- /* Set if the destination needs to be loaded from the tilebuffer,
- * basically (for an equation) or if a shader is present */
+ /* Clear if the destination needs to be loaded from the tilebuffer */
+ /* Set if the colour mask is 0x0 (nothing is written) */
+ bool no_colour;
+
union {
struct panfrost_blend_shader_final shader;
struct panfrost_blend_equation_final equation;
union {
struct panfrost_blend_shader_final shader;
struct panfrost_blend_equation_final equation;
(rt->equation.alpha_mode == 0x122) &&
(rt->equation.color_mask == 0xf);
(rt->equation.alpha_mode == 0x122) &&
(rt->equation.color_mask == 0xf);
+ final.no_colour = (rt->equation.color_mask == 0x0);
+
} else {
struct midgard_blend_rt *mrts = rts;
} else {
struct midgard_blend_rt *mrts = rts;
+ if (!blend[i].no_colour) {
+ mrts[i].flags = 0x200;
- bool is_srgb = (ctx->pipe_framebuffer.nr_cbufs > i) &&
- (ctx->pipe_framebuffer.cbufs[i]) &&
- util_format_is_srgb(ctx->pipe_framebuffer.cbufs[i]->format);
+ bool is_srgb = (ctx->pipe_framebuffer.nr_cbufs > i) &&
+ (ctx->pipe_framebuffer.cbufs[i]) &&
+ util_format_is_srgb(ctx->pipe_framebuffer.cbufs[i]->format);
- SET_BIT(mrts[i].flags, MALI_BLEND_MRT_SHADER, blend[i].is_shader);
- SET_BIT(mrts[i].flags, MALI_BLEND_LOAD_TIB, !blend[i].no_blending);
- SET_BIT(mrts[i].flags, MALI_BLEND_SRGB, is_srgb);
- SET_BIT(mrts[i].flags, MALI_BLEND_NO_DITHER, !ctx->blend->base.dither);
+ SET_BIT(mrts[i].flags, MALI_BLEND_MRT_SHADER, blend[i].is_shader);
+ SET_BIT(mrts[i].flags, MALI_BLEND_LOAD_TIB, !blend[i].no_blending);
+ SET_BIT(mrts[i].flags, MALI_BLEND_SRGB, is_srgb);
+ SET_BIT(mrts[i].flags, MALI_BLEND_NO_DITHER, !ctx->blend->base.dither);
+ }
if (blend[i].is_shader) {
mrts[i].blend.shader = blend[i].shader.gpu | blend[i].shader.first_tag;
if (blend[i].is_shader) {
mrts[i].blend.shader = blend[i].shader.gpu | blend[i].shader.first_tag;