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i965: Allow fast depth clears if scissoring doesn't do anything.
A game we're working with leaves scissoring enabled, but frequently sets the scissor rectangle to the size of the whole screen. In that case, scissoring has no effect, so it's safe to go ahead with a fast clear. Chad believe this should help with Oliver McFadden's "Dante" as well. v2/Chad: Use the drawbuffer dimensions rather than the miptree slice dimensions. The miptree slice may be slightly larger due to alignment restrictions. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Signed-off-by: Chad Versace <chad.versace@linux.intel.com> Reviewed-and-tested-by: Oliver McFadden <oliver.mcfadden@linux.intel.com>
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1 changed files with 13 additions and 1 deletions
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@ -76,6 +76,18 @@ debug_mask(const char *name, GLbitfield mask)
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}
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}
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/**
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* Returns true if the scissor is a noop (cuts out nothing).
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*/
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static bool
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noop_scissor(struct gl_context *ctx, struct gl_framebuffer *fb)
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{
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return ctx->Scissor.X <= 0 &&
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ctx->Scissor.Y <= 0 &&
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ctx->Scissor.Width >= fb->Width &&
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ctx->Scissor.Height >= fb->Height;
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}
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/**
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* Implements fast depth clears on gen6+.
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*
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@ -107,7 +119,7 @@ brw_fast_clear_depth(struct gl_context *ctx)
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* a previous clear had happened at a different clear value and resolve it
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* first.
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*/
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if (ctx->Scissor.Enabled) {
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if (ctx->Scissor.Enabled && !noop_scissor(ctx, fb)) {
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perf_debug("Failed to fast clear depth due to scissor being enabled. "
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"Possible 5%% performance win if avoided.\n");
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return false;
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