#include "si_pipe.h"
#include "si_compute.h"
#include "util/u_format.h"
+#include "util/u_log.h"
#include "util/u_surface.h"
enum si_blitter_op /* bitmask */
}
}
+ if (unlikely(sctx->b.log))
+ u_log_printf(sctx->b.log,
+ "\n------------------------------------------------\n"
+ "Decompress Depth (levels %u - %u, levels Z: 0x%x S: 0x%x)\n\n",
+ first_level, last_level, levels_z, levels_s);
+
/* We may have to allocate the flushed texture here when called from
* si_decompress_subresource.
*/
if (!level_mask)
return;
+ if (unlikely(sctx->b.log))
+ u_log_printf(sctx->b.log,
+ "\n------------------------------------------------\n"
+ "Decompress Color (levels %u - %u, mask 0x%x)\n\n",
+ first_level, last_level, level_mask);
+
if (rtex->dcc_offset && need_dcc_decompress) {
custom_blend = sctx->custom_blend_dcc_decompress;