EGL allows this, since you basically never want the depth/stencil across a swap, and it lets you save memory bandwidth on renderers like ours.
Improves the framerate of 5 seconds of es2gears by 0.405017% +/- 0.0743318% (n=482). --- This was a smaller effect than I was expecting of this change, but I guess the ridiculous overhead I have of validating shaders per draw call in the kernel is a bigger deal than this bandwidth cost. src/gallium/drivers/vc4/vc4_context.c | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/gallium/drivers/vc4/vc4_context.c b/src/gallium/drivers/vc4/vc4_context.c index d4a9eec..341accd 100644 --- a/src/gallium/drivers/vc4/vc4_context.c +++ b/src/gallium/drivers/vc4/vc4_context.c @@ -381,6 +381,9 @@ vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence, { struct vc4_context *vc4 = vc4_context(pctx); + if (flags & PIPE_FLUSH_INVALIDATE_ANCILLARY) + vc4->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL); + vc4_flush(pctx); if (fence) { -- 2.1.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev