v3d_job_add_bo(job, rsc->bo);
job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
- job->store |= PIPE_CLEAR_DEPTH;
+ if (v3d->zsa->base.depth.writemask)
+ job->store |= PIPE_CLEAR_DEPTH;
rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
}
v3d_job_add_bo(job, rsc->bo);
job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
- job->store |= PIPE_CLEAR_STENCIL;
+ if (v3d->zsa->base.stencil[0].writemask ||
+ v3d->zsa->base.stencil[1].writemask) {
+ job->store |= PIPE_CLEAR_STENCIL;
+ }
rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
}
for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
uint32_t bit = PIPE_CLEAR_COLOR0 << i;
+ int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
if (job->store & bit || !job->cbufs[i])
continue;
struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
job->load |= bit & ~job->clear;
- job->store |= bit;
+ if (v3d->blend->base.rt[blend_rt].colormask)
+ job->store |= bit;
v3d_job_add_bo(job, rsc->bo);
}