From: Marek Olšák <marek.ol...@amd.com> A lot of GPUs allocate separate depth and stencil buffers, so clearing them together doesn't make much sense. If some GPUs don't allocate separate depth & stencil, it's still beneficial to clear the HiZ / HiS information for only one of the two. --- src/mesa/state_tracker/st_cb_clear.c | 9 --------- 1 file changed, 9 deletions(-)
diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c index 137fac8..1e404a2 100644 --- a/src/mesa/state_tracker/st_cb_clear.c +++ b/src/mesa/state_tracker/st_cb_clear.c @@ -515,15 +515,6 @@ st_Clear(struct gl_context *ctx, GLbitfield mask) } } - /* Always clear depth and stencil together. - * This can only happen when the stencil writemask is not a full mask. - */ - if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL && - clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) { - quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL; - clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL; - } - /* Only use quad-based clearing for the renderbuffers which cannot * use pipe->clear. We want to always use pipe->clear for the other * renderbuffers, because it's likely to be faster. -- 2.1.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev