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Starting with Gen11, we have two indirect clear colors: An unconverted float/int version which is us used for rendering and a converted pixel value version which is used for texturing. Because the one used for texturing is stored as a single pixel of that color, it works no matter what format is being used. Because it's a simple HW indirect and doesn't involve copying surface states around, we can use it in the sampler without having to worry about surface states having out-of-date clear values. The result is that we can now allow any clear color when texturing. This cuts the number of resolves in a RenderDoc trace of Dota2 by 95% on Gen11+ (you read that right) and improves perf by 3.5%. It improves perf in a handful of other workloads by < 1%. Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4393> |
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| blorp | ||
| common | ||
| compiler | ||
| dev | ||
| genxml | ||
| isl | ||
| perf | ||
| tools | ||
| vulkan | ||
| Android.blorp.mk | ||
| Android.common.mk | ||
| Android.compiler.mk | ||
| Android.dev.mk | ||
| Android.genxml.mk | ||
| Android.isl.mk | ||
| Android.mk | ||
| Android.perf.mk | ||
| Android.vulkan.mk | ||
| Makefile.perf.am | ||
| Makefile.sources | ||
| meson.build | ||