[Mesa-dev] [PATCH] st/mesa: don't try to clear depth and stencil together in glClear fallback
Marek Olšák
maraeo at gmail.com
Fri Jul 31 08:15:45 PDT 2015
From: Marek Olšák <marek.olsak at amd.com>
A lot of GPUs allocate separate depth and stencil buffers, so clearing them
together doesn't make much sense. If some GPUs don't allocate separate
depth & stencil, it's still beneficial to clear the HiZ / HiS information
for only one of the two.
---
src/mesa/state_tracker/st_cb_clear.c | 9 ---------
1 file changed, 9 deletions(-)
diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c
index 137fac8..1e404a2 100644
--- a/src/mesa/state_tracker/st_cb_clear.c
+++ b/src/mesa/state_tracker/st_cb_clear.c
@@ -515,15 +515,6 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
}
}
- /* Always clear depth and stencil together.
- * This can only happen when the stencil writemask is not a full mask.
- */
- if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL &&
- clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
- quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL;
- clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
- }
-
/* Only use quad-based clearing for the renderbuffers which cannot
* use pipe->clear. We want to always use pipe->clear for the other
* renderbuffers, because it's likely to be faster.
--
2.1.4
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