bool need_dcc_decompress)
{
struct si_context *sctx = (struct si_context *)ctx;
+ void* custom_blend;
unsigned layer, checked_last_layer, max_layer;
unsigned level_mask =
u_bit_consecutive(first_level, last_level - first_level + 1);
if (!level_mask)
return;
+ if (rtex->dcc_offset && need_dcc_decompress) {
+ custom_blend = sctx->custom_blend_dcc_decompress;
+ } else if (rtex->fmask.size) {
+ custom_blend = sctx->custom_blend_decompress;
+ } else {
+ custom_blend = sctx->custom_blend_fastclear;
+ }
+
while (level_mask) {
unsigned level = u_bit_scan(&level_mask);
- void* custom_blend;
-
- if (rtex->dcc_offset && need_dcc_decompress) {
- custom_blend = sctx->custom_blend_dcc_decompress;
- } else if (rtex->fmask.size) {
- custom_blend = sctx->custom_blend_decompress;
- } else {
- custom_blend = sctx->custom_blend_fastclear;
- }
/* The smaller the mipmap level, the less layers there are
* as far as 3D textures are concerned. */