We've made the choice not to use fast clears on layer > 0 with
multilayer images. This is partly because we would need to store
multiple clear colors for each layer, making the existing memory
layout, already including aux surfaces, fast clear color, image state,
etc... even more complex.
Partial resolves are the operations transfering the clear colors into
the auxiliary buffers. This operation is currently implemented in
Blorp by loading the clear color from the image's BO, into a shader
that then samples from the auxiliary buffer and writes the color only
if it isn't there already.
The problem here is that because we store only one clear color for all
layers and it is used for partial resolves. If you trigger a partial
clear on a layer > 0, then you're likely to deal with a color that is
not what you actually want. In the particular issues below, we have
multiple layers, each cleared with a different color but the partial
resolve just writes the wrong color into the auxiliary buffers for
layers > 0.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108910
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108911
Cc: mesa-stable@lists.freedesktop.org
level, array_layer, resolve_op,
final_fast_clear);
} else {
+ /* We only support fast-clear on the first layer so partial
+ * resolves should not be used on other layers as they will use
+ * the clear color stored in memory that is only valid for layer0.
+ */
+ if (resolve_op == ISL_AUX_OP_PARTIAL_RESOLVE &&
+ array_layer != 0)
+ continue;
+
anv_cmd_predicated_mcs_resolve(cmd_buffer, image, aspect,
array_layer, resolve_op,
final_fast_clear);