v3d: Only store buffers that have been written to.

I've seen cases where a color buffer is bound, but only Z is written, and
we end up storing color.
This commit is contained in:
Eric Anholt 2018-07-23 13:43:25 -07:00
parent d29435e7cb
commit ceecddfe77
1 changed files with 9 additions and 3 deletions

View File

@ -578,7 +578,8 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
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;
}
@ -590,19 +591,24 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
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);
}