{
struct gl_context *ctx = &brw->ctx;
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
- mesa_format format = irb->mt->format;
uint32_t x0, x1, y0, y1;
+ mesa_format format = irb->Base.Base.Format;
if (!encode_srgb && _mesa_get_format_color_encoding(format) == GL_SRGB)
format = _mesa_get_srgb_format_linear(format);
if (set_write_disables(irb, ctx->Color.ColorMask[buf], color_write_disable))
can_fast_clear = false;
+ /* We store clear colors as floats or uints as needed. If there are
+ * texture views in play, the formats will not properly be respected
+ * during resolves because the resolve operations only know about the
+ * miptree and not the renderbuffer.
+ */
+ if (irb->Base.Base.Format != irb->mt->format)
+ can_fast_clear = false;
+
if (!irb->mt->supports_fast_clear ||
!brw_is_color_fast_clear_compatible(brw, irb->mt, &ctx->Color.ClearColor))
can_fast_clear = false;