anv: Update predicated resolve documentation

* Don't mention gfx7-8 due to the hasvk split.
* Account for the array of clear colors.

Fixes: 0e6b132a75 ("anv: Access more colors in fast_clear_memory_range")
Reviewed-by: Jianxun Zhang <jianxun.zhang@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37660>
(cherry picked from commit e7854d06a5)
This commit is contained in:
Nanley Chery 2025-11-24 12:24:16 -05:00 committed by Eric Engestrom
parent 943fd8152a
commit f3db65d95e
2 changed files with 6 additions and 5 deletions

View file

@ -624,7 +624,7 @@
"description": "anv: Update predicated resolve documentation",
"nominated": true,
"nomination_type": 2,
"resolution": 0,
"resolution": 1,
"main_sha": null,
"because_sha": "0e6b132a75e6e7982155a001e4c51acb40e63f9a",
"notes": null

View file

@ -554,10 +554,11 @@ anv_formats_ccs_e_compatible(const struct anv_physical_device *physical_device,
*
* The fast clear portion of the image is laid out in the following order:
*
* * 1 or 4 dwords (depending on hardware generation) for the clear color
* * 1 clear color per view format used with the image (format depending on
* hardware generation).
* * 1 dword for the anv_fast_clear_type of the clear color
* * On gfx9+, 1 dword per level and layer of the image (3D levels count
* multiple layers) in level-major order for compression state.
* * 1 dword per level and layer of the image (3D levels count multiple
* layers) in level-major order for compression state.
*
* For the purpose of discoverability, the algorithm used to manage
* compression and fast-clears is described here:
@ -584,7 +585,7 @@ anv_formats_ccs_e_compatible(const struct anv_physical_device *physical_device,
* See anv_layout_to_aux_usage and anv_layout_to_fast_clear_type functions for
* details on exactly what is allowed in what layouts.
*
* On gfx7-9, we do not have a concept of indirect clear colors in hardware.
* On gfx9, we do not have a concept of indirect clear colors in hardware.
* In order to deal with this, we have to do some clear color management.
*
* * For LOAD_OP_LOAD at the top of a renderpass, we have to copy the clear