The rest of stencil handling isn't done yet, but it documents an extra
cl_u8(0) and helps make it obvious why we don't need to format clear_depth
the same way the depth/stencil buffer is formatted.
cl_u32(&vc4->rcl, vc4->clear_color[0]);
cl_u32(&vc4->rcl, vc4->clear_color[1]);
cl_u32(&vc4->rcl, vc4->clear_depth);
- cl_u8(&vc4->rcl, 0);
+ cl_u8(&vc4->rcl, vc4->clear_stencil);
cl_start_reloc(&vc4->rcl, 1);
cl_u8(&vc4->rcl, VC4_PACKET_TILE_RENDERING_MODE_CONFIG);
uint32_t resolve;
uint32_t clear_color[2];
uint32_t clear_depth; /**< 24-bit unorm depth */
+ uint8_t clear_stencil;
/**
* Set if some drawing (triangles, blits, or just a glClear()) has
vc4->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM, depth);
}
+ if (buffers & PIPE_CLEAR_STENCIL)
+ vc4->clear_stencil = stencil;
+
vc4->cleared |= buffers;
vc4->resolve |= buffers;