* by any 3D rendering.
*/
#define BRW_NEW_BATCH 0x10000
-/** brw->depth_region updated */
+/** \see brw.state.depth_region */
#define BRW_NEW_DEPTH_BUFFER 0x20000
#define BRW_NEW_NR_WM_SURFACES 0x40000
#define BRW_NEW_NR_VS_SURFACES 0x80000
struct {
struct brw_state_flags dirty;
+ /**
+ * \name Cached region pointers
+ *
+ * When the draw buffer is updated, often the depth buffer is not
+ * changed. Caching the pointer to the buffer's region allows us to
+ * detect when the buffer has in fact changed, and allows us to avoid
+ * updating the buffer's GPU state when it has not.
+ *
+ * The original of each cached pointer is an instance of
+ * \c intel_renderbuffer.region.
+ *
+ * \see brw_set_draw_region()
+ *
+ * \{
+ */
+
+ /** \see struct brw_tracked_state brw_depthbuffer */
struct intel_region *depth_region;
+ /** \} */
+
/**
* List of buffers accumulated in brw_validate_state to receive
* drm_intel_bo_check_aperture treatment before exec, so we can