resolve_op = BLORP_FAST_CLEAR_OP_RESOLVE_FULL;
} else if (att_state->fast_clear) {
/* We don't know what to do with clear colors outside the render
- * pass. We need a partial resolve.
+ * pass. We need a partial resolve. Only transparent black is
+ * built into the surface state object and thus no resolve is
+ * required for this case.
*/
- resolve_op = BLORP_FAST_CLEAR_OP_RESOLVE_PARTIAL;
+ if (att_state->clear_value.color.uint32[0] ||
+ att_state->clear_value.color.uint32[1] ||
+ att_state->clear_value.color.uint32[2] ||
+ att_state->clear_value.color.uint32[3])
+ resolve_op = BLORP_FAST_CLEAR_OP_RESOLVE_PARTIAL;
} else {
/* The image "natively" supports all the compression we care about
* and we don't need to resolve at all. If this is the case, we also