Similarly to vulkan where we store the clear value in the aux surface,
we can do the same in GL.

v2: Remove unneeded extra function.
v3: Use clear_value_state_size instead of clear_value_size.

Signed-off-by: Rafael Antognolli <rafael.antogno...@intel.com>
---
 src/mesa/drivers/dri/i965/intel_mipmap_tree.c | 10 ++++++++++
 1 file changed, 10 insertions(+)

diff --git a/src/mesa/drivers/dri/i965/intel_mipmap_tree.c 
b/src/mesa/drivers/dri/i965/intel_mipmap_tree.c
index 6d35c9d3928..7bdd4d89ccc 100644
--- a/src/mesa/drivers/dri/i965/intel_mipmap_tree.c
+++ b/src/mesa/drivers/dri/i965/intel_mipmap_tree.c
@@ -1676,6 +1676,16 @@ intel_alloc_aux_buffer(struct brw_context *brw,
       return false;
 
    buf->size = aux_surf->size;
+
+   const struct gen_device_info *devinfo = &brw->screen->devinfo;
+   if (devinfo->gen >= 10) {
+      /* On CNL, instead of setting the clear color in the SURFACE_STATE, we
+       * will set a pointer to a dword somewhere that contains the color. So,
+       * allocate the space for the clear color value here on the aux buffer.
+       */
+      buf->size += brw->isl_dev.ss.clear_value_state_size;
+   }
+
    buf->pitch = aux_surf->row_pitch;
    buf->qpitch = isl_surf_get_array_pitch_sa_rows(aux_surf);
 
-- 
2.14.3

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