*/
union isl_color_value clear_color;
+ /**
+ * Send only the clear value address
+ *
+ * If set, we only pass the clear address to the GPU and it will fetch it
+ * from wherever it is.
+ */
+ bool use_clear_address;
+ uint64_t clear_address;
+
/**
* Surface write disables for gen4-5
*/
#endif
if (info->aux_usage != ISL_AUX_USAGE_NONE) {
+ if (info->use_clear_address) {
+#if GEN_GEN >= 10
+ s.ClearValueAddressEnable = true;
+ s.ClearValueAddress = info->clear_address;
+#else
+ unreachable("Gen9 and earlier do not support indirect clear colors");
+#endif
+ }
#if GEN_GEN >= 9
- s.RedClearColor = info->clear_color.u32[0];
- s.GreenClearColor = info->clear_color.u32[1];
- s.BlueClearColor = info->clear_color.u32[2];
- s.AlphaClearColor = info->clear_color.u32[3];
+ if (!info->use_clear_address) {
+ s.RedClearColor = info->clear_color.u32[0];
+ s.GreenClearColor = info->clear_color.u32[1];
+ s.BlueClearColor = info->clear_color.u32[2];
+ s.AlphaClearColor = info->clear_color.u32[3];
+ }
#elif GEN_GEN >= 7
/* Prior to Sky Lake, we only have one bit for the clear color which
* gives us 0 or 1 in whatever the surface's format happens to be.