vc4: Don't worry about partial Z/S clear if the other is already cleared.

We have to be careful to not smash the value they're clearing to, but
other than that we're fine.  Avoids quad clears in Processing, which likes
to do glClear(Z|S); glClear(Z).

Improves performance of Processing's QuadRendering demo at 5000 quads by
5.46507% +/- 1.35576% (n=15 before, 32 after)
This commit is contained in:
Eric Anholt 2016-10-06 14:50:04 -07:00
parent cb328123fe
commit 20d91e5ce9

View file

@ -514,7 +514,7 @@ vc4_clear(struct pipe_context *pctx, unsigned buffers,
*/
if ((zsclear == PIPE_CLEAR_DEPTH ||
zsclear == PIPE_CLEAR_STENCIL) &&
(rsc->initialized_buffers & ~zsclear) &&
(rsc->initialized_buffers & ~(zsclear | job->cleared)) &&
util_format_is_depth_and_stencil(vc4->framebuffer.zsbuf->format)) {
perf_debug("Partial clear of Z+stencil buffer, "
"drawing a quad instead of fast clearing\n");
@ -533,8 +533,12 @@ vc4_clear(struct pipe_context *pctx, unsigned buffers,
/* Though the depth buffer is stored with Z in the high 24,
* for this field we just need to store it in the low 24.
*/
job->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM, depth);
job->clear_stencil = stencil;
if (buffers & PIPE_CLEAR_DEPTH) {
job->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
depth);
}
if (buffers & PIPE_CLEAR_STENCIL)
job->clear_stencil = stencil;
rsc->initialized_buffers |= zsclear;
}