.color_two_side = ctx->rasterizer->light_twoside,
.vclamp_color = ctx->rasterizer->clamp_vertex_color,
.fclamp_color = ctx->rasterizer->clamp_fragment_color,
- .half_precision = ctx->in_blit &&
+ .half_precision = ctx->in_discard_blit &&
fd_half_precision(&ctx->batch->framebuffer),
.has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate),
.vsaturate_s = fd3_ctx->vsaturate_s,
.vclamp_color = ctx->rasterizer->clamp_vertex_color,
.fclamp_color = ctx->rasterizer->clamp_fragment_color,
.rasterflat = ctx->rasterizer->flatshade,
- .half_precision = ctx->in_blit &&
+ .half_precision = ctx->in_discard_blit &&
fd_half_precision(&ctx->batch->framebuffer),
.ucp_enables = ctx->rasterizer->clip_plane_enable,
.has_per_samp = (fd4_ctx->fsaturate || fd4_ctx->vsaturate ||
if (ctx->batch)
fd_batch_set_stage(ctx->batch, stage);
- ctx->in_blit = discard;
+ ctx->in_discard_blit = discard;
}
static void
{
if (ctx->batch)
fd_batch_set_stage(ctx->batch, FD_STAGE_NULL);
- ctx->in_blit = false;
+ ctx->in_discard_blit = false;
}
bool
* contents. Main point is to eliminate blits from fd_try_shadow_resource().
* For example, in case of texture upload + gen-mipmaps.
*/
- bool in_blit : 1;
+ bool in_discard_blit : 1;
struct pipe_scissor_state scissor;
}
}
- if (ctx->in_blit) {
+ if (ctx->in_discard_blit) {
fd_batch_reset(batch);
fd_context_all_dirty(ctx);
}
- batch->blit = ctx->in_blit;
+ batch->blit = ctx->in_discard_blit;
batch->back_blit = ctx->in_shadow;
/* NOTE: needs to be before resource_written(batch->query_buf), otherwise
fd_fence_ref(&ctx->last_fence, NULL);
- if (ctx->in_blit) {
+ if (ctx->in_discard_blit) {
fd_batch_reset(batch);
fd_context_all_dirty(ctx);
}