Mesa (master): i965: Remove dead logic for non-tri depth/stencil clears.
Eric Anholt
anholt at kemper.freedesktop.org
Wed May 23 17:44:43 UTC 2012
Module: Mesa
Branch: master
Commit: fa15b0f3f05ed5b6e96e9eda21d75ed7e8f1466f
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=fa15b0f3f05ed5b6e96e9eda21d75ed7e8f1466f
Author: Eric Anholt <eric at anholt.net>
Date: Fri May 18 11:54:20 2012 -0700
i965: Remove dead logic for non-tri depth/stencil clears.
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
Reviewed-by: Chad Versace <chad.versace at linux.intel.com>
---
src/mesa/drivers/dri/i965/brw_clear.c | 28 ++--------------------------
1 files changed, 2 insertions(+), 26 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_clear.c b/src/mesa/drivers/dri/i965/brw_clear.c
index 604a680..6761e34 100644
--- a/src/mesa/drivers/dri/i965/brw_clear.c
+++ b/src/mesa/drivers/dri/i965/brw_clear.c
@@ -134,37 +134,13 @@ intelClear(struct gl_context *ctx, GLbitfield mask)
const struct intel_region *stencilRegion
= intel_get_rb_region(fb, BUFFER_STENCIL);
if (stencilRegion) {
- /* have hw stencil */
- if (stencilRegion->tiling == I915_TILING_Y ||
- (ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
- /* We have to use the 3D engine if we're clearing a partial mask
- * of the stencil buffer, or if we're on a 965 which has a tiled
- * depth/stencil buffer in a layout we can't blit to.
- */
- tri_mask |= BUFFER_BIT_STENCIL;
- }
- else if (intel->has_separate_stencil &&
- stencilRegion->tiling == I915_TILING_NONE) {
- /* The stencil buffer is actually W tiled, which the hardware
- * cannot blit to. */
- tri_mask |= BUFFER_BIT_STENCIL;
- }
- else {
- /* clearing all stencil bits, use blitting */
- blit_mask |= BUFFER_BIT_STENCIL;
- }
+ tri_mask |= BUFFER_BIT_STENCIL;
}
}
/* HW depth */
if (mask & BUFFER_BIT_DEPTH) {
- const struct intel_region *irb = intel_get_rb_region(fb, BUFFER_DEPTH);
-
- /* clear depth with whatever method is used for stencil (see above) */
- if (irb->tiling == I915_TILING_Y || tri_mask & BUFFER_BIT_STENCIL)
- tri_mask |= BUFFER_BIT_DEPTH;
- else
- blit_mask |= BUFFER_BIT_DEPTH;
+ tri_mask |= BUFFER_BIT_DEPTH;
}
/* If we're doing a tri pass for depth/stencil, include a likely color
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