*/
assert(start_draw_calls_queued == job->draw_calls_queued);
- if (vc4->zsa && vc4->zsa->base.depth.enabled) {
- job->resolve |= PIPE_CLEAR_DEPTH;
+ if (vc4->zsa && vc4->framebuffer.zsbuf) {
+ struct vc4_resource *rsc =
+ vc4_resource(vc4->framebuffer.zsbuf->texture);
+
+ if (vc4->zsa->base.depth.enabled) {
+ job->resolve |= PIPE_CLEAR_DEPTH;
+ rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
+ }
+
+ if (vc4->zsa->base.stencil[0].enabled) {
+ job->resolve |= PIPE_CLEAR_STENCIL;
+ rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
+ }
}
- if (vc4->zsa && vc4->zsa->base.stencil[0].enabled)
- job->resolve |= PIPE_CLEAR_STENCIL;
+
job->resolve |= PIPE_CLEAR_COLOR0;
if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
job = vc4_get_job_for_fbo(vc4);
}
- /* Clearing ZS will clear both Z and stencil, so if we're trying to
- * clear just one then we need to draw a quad to do it instead.
- */
- if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) != 0 &&
- (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
- util_format_is_depth_and_stencil(vc4->framebuffer.zsbuf->format)) {
- perf_debug("Partial clear of Z+stencil buffer, drawing a quad "
- "instead of fast clearing\n");
- vc4_blitter_save(vc4);
- util_blitter_clear(vc4->blitter,
- vc4->framebuffer.width,
- vc4->framebuffer.height,
- 1,
- buffers & PIPE_CLEAR_DEPTHSTENCIL,
- NULL, depth, stencil);
- buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
- if (!buffers)
- return;
- }
-
if (buffers & PIPE_CLEAR_COLOR0) {
+ struct vc4_resource *rsc =
+ vc4_resource(vc4->framebuffer.cbufs[0]->texture);
+
job->clear_color[0] = job->clear_color[1] =
pack_rgba(vc4->framebuffer.cbufs[0]->format,
color->f);
+ rsc->initialized_buffers |= (buffers & PIPE_CLEAR_COLOR0);
}
if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
+ struct vc4_resource *rsc =
+ vc4_resource(vc4->framebuffer.zsbuf->texture);
+ unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
+
+ /* Clearing ZS will clear both Z and stencil, so if we're
+ * trying to clear just one then we need to draw a quad to do
+ * it instead.
+ */
+ if ((zsclear == PIPE_CLEAR_DEPTH ||
+ zsclear == PIPE_CLEAR_STENCIL) &&
+ (rsc->initialized_buffers & ~zsclear) &&
+ util_format_is_depth_and_stencil(vc4->framebuffer.zsbuf->format)) {
+ perf_debug("Partial clear of Z+stencil buffer, "
+ "drawing a quad instead of fast clearing\n");
+ vc4_blitter_save(vc4);
+ util_blitter_clear(vc4->blitter,
+ vc4->framebuffer.width,
+ vc4->framebuffer.height,
+ 1,
+ zsclear,
+ NULL, depth, stencil);
+ buffers &= ~zsclear;
+ if (!buffers)
+ return;
+ }
+
/* Though the depth buffer is stored with Z in the high 24,
* for this field we just need to store it in the low 24.
*/
job->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM, depth);
job->clear_stencil = stencil;
+
+ rsc->initialized_buffers |= zsclear;
}
job->draw_min_x = 0;