#include "iris_resource.h"
#include "iris_screen.h"
#include "intel/compiler/brw_compiler.h"
-#include "util/format_srgb.h"
static bool
iris_is_color_fast_clear_compatible(struct iris_context *ice,
return false;
}
+ /* Disable sRGB fast-clears for non-0/1 color values. For texturing and
+ * draw calls, HW expects the clear color to be in two different color
+ * spaces after sRGB fast-clears - sRGB in the former and linear in the
+ * latter. By limiting the allowable values to 0/1, both color space
+ * requirements are satisfied.
+ */
+ if (isl_format_is_srgb(render_format) &&
+ !isl_color_value_is_zero_one(color, render_format)) {
+ return false;
+ }
+
/* We store clear colors as floats or uints as needed. If there are
* texture views in play, the formats will not properly be respected
* during resolves because the resolve operations only know about the
static union isl_color_value
convert_fast_clear_color(struct iris_context *ice,
struct iris_resource *res,
- enum isl_format render_format,
const union isl_color_value color)
{
union isl_color_value override_color = color;
override_color.f32[3] = 1.0f;
}
- /* Handle linear to SRGB conversion */
- if (isl_format_is_srgb(render_format)) {
- for (int i = 0; i < 3; i++) {
- override_color.f32[i] =
- util_format_linear_to_srgb_float(override_color.f32[i]);
- }
- }
-
return override_color;
}
const enum isl_aux_state aux_state =
iris_resource_get_aux_state(res, level, box->z);
- color = convert_fast_clear_color(ice, res, format, color);
+ color = convert_fast_clear_color(ice, res, color);
bool color_changed = !!memcmp(&res->aux.clear_color, &color,
sizeof(color));
iris_blorp_surf_for_resource(&batch->screen->isl_dev, &surf,
p_res, res->aux.usage, level, true);
- /* In newer gens (> 9), the hardware will do a linear -> sRGB conversion of
- * the clear color during the fast clear, if the surface format is of sRGB
- * type. We use the linear version of the surface format here to prevent
- * that from happening, since we already do our own linear -> sRGB
- * conversion in convert_fast_clear_color().
- */
- blorp_fast_clear(&blorp_batch, &surf, isl_format_srgb_to_linear(format),
- ISL_SWIZZLE_IDENTITY,
+ blorp_fast_clear(&blorp_batch, &surf, format, ISL_SWIZZLE_IDENTITY,
level, box->z, box->depth,
box->x, box->y, box->x + box->width,
box->y + box->height);
bool color_write_disable[4] = { false, false, false, false };
enum isl_aux_usage aux_usage =
- iris_resource_render_aux_usage(ice, res, format,
- false, false);
+ iris_resource_render_aux_usage(ice, res, format, false);
iris_resource_prepare_render(ice, batch, res, level,
box->z, box->depth, aux_usage);
/* At this point, we might have fast cleared the depth buffer. So if there's
* no stencil clear pending, return early.
*/
- if (!(clear_depth || clear_stencil)) {
+ if (!(clear_depth || (clear_stencil && stencil_res))) {
return;
}
iris_resource_finish_aux_import(ctx->screen, res);
if (util_format_is_depth_or_stencil(p_res->format)) {
- const struct util_format_description *fmt_desc =
- util_format_description(p_res->format);
+ const struct util_format_unpack_description *unpack =
+ util_format_unpack_description(p_res->format);
float depth = 0.0;
uint8_t stencil = 0;
- if (fmt_desc->unpack_z_float)
+ if (unpack->unpack_z_float)
util_format_unpack_z_float(p_res->format, &depth, data, 1);
- if (fmt_desc->unpack_s_8uint)
+ if (unpack->unpack_s_8uint)
util_format_unpack_s_8uint(p_res->format, &stencil, data, 1);
clear_depth_stencil(ice, p_res, level, box, true, true, true,