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authorJason Ekstrand <jason@jlekstrand.net>2020-03-31 17:46:37 -0500
committerMarge Bot <eric+marge@anholt.net>2020-04-28 22:45:39 +0000
commit76d2772472037b2b9922f748170bebbce0b2a1de (patch)
tree896988b3dbe20ed4bcdb5104806a77fc68ceb162 /include
parente63c662c26a6abfab5abf03a1646a236d6d730c0 (diff)
anv: Allow all clear colors for texturing on Gen11+
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involve copying surface states around, we can use it in the sampler without having to worry about surface states having out-of-date clear values.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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