/* Enable fastfill.
*
- * If we cleared the zmask, it's dirty now. The Hyper-Z state update
- * looks for a dirty zmask and enables fastfill accordingly. */
+ * If we cleared the zmask, it's in use now. The Hyper-Z state update
+ * looks if zmask is in use and enables fastfill accordingly. */
if (fb->zsbuf &&
- r300_texture(fb->zsbuf->texture)->dirty_zmask[fb->zsbuf->level]) {
+ r300_texture(fb->zsbuf->texture)->zmask_in_use[fb->zsbuf->level]) {
r300->hyperz_state.dirty = TRUE;
}
if (!tex->zmask_mem[subdst.level])
return;
- if (!tex->dirty_zmask[subdst.level])
+ if (!tex->zmask_in_use[subdst.level])
return;
dstsurf = pipe->screen->get_tex_surface(pipe->screen, dst,
r300_blitter_end(r300);
r300->z_decomp_rd = FALSE;
- tex->dirty_zmask[subdst.level] = FALSE;
+ tex->zmask_in_use[subdst.level] = FALSE;
}
/* Copy a block of pixels from one surface to another using HW. */
/* hyper-z memory allocs */
struct mem_block *hiz_mem[R300_MAX_TEXTURE_LEVELS];
struct mem_block *zmask_mem[R300_MAX_TEXTURE_LEVELS];
- boolean dirty_zmask[R300_MAX_TEXTURE_LEVELS];
+ boolean zmask_in_use[R300_MAX_TEXTURE_LEVELS];
/* This is the level tiling flags were last time set for.
* It's used to prevent redundant tiling-flags changes from happening.*/
r300_emit_zmask_line_clear(r300, offset, stride, 0x0);//0xffffffff);
}
- /* Mark the current zbuffer's zmask as dirty. */
- tex->dirty_zmask[fb->zsbuf->level] = TRUE;
+ /* Mark the current zbuffer's zmask as in use. */
+ tex->zmask_in_use[fb->zsbuf->level] = TRUE;
}
void r300_emit_ztop_state(struct r300_context* r300,
(struct r300_hyperz_state*)r300->hyperz_state.state;
struct pipe_framebuffer_state *fb =
(struct pipe_framebuffer_state*)r300->fb_state.state;
- boolean dirty_zmask = FALSE;
+ boolean zmask_in_use = FALSE;
z->gb_z_peq_config = 0;
z->zb_bw_cntl = 0;
if (!r300->rws->get_value(r300->rws, R300_CAN_HYPERZ))
return;
- dirty_zmask = r300_texture(fb->zsbuf->texture)->dirty_zmask[fb->zsbuf->level];
+ zmask_in_use = r300_texture(fb->zsbuf->texture)->zmask_in_use[fb->zsbuf->level];
/* Z fastfill. */
- if (dirty_zmask) {
+ if (zmask_in_use) {
z->zb_bw_cntl |= R300_FAST_FILL_ENABLE; /* | R300_FORCE_COMPRESSED_STENCIL_VALUE_ENABLE;*/
}
/* Zbuffer compression. */
- if (dirty_zmask && r300->z_compression) {
+ if (zmask_in_use && r300->z_compression) {
z->zb_bw_cntl |= R300_RD_COMP_ENABLE;
if (r300->z_decomp_rd == false)
z->zb_bw_cntl |= R300_WR_COMP_ENABLE;
continue;
for (level = 0; level <= tex->last_level; level++)
- if (r300_texture(tex)->dirty_zmask[level]) {
+ if (r300_texture(tex)->zmask_in_use[level]) {
/* We don't handle 3D textures and cubemaps yet. */
r300_flush_depth_stencil(&r300->context, tex,
u_subresource(0, level), 0);