diff options
author | Eric Anholt <[email protected]> | 2012-05-18 11:54:20 -0700 |
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committer | Eric Anholt <[email protected]> | 2012-05-23 10:18:26 -0700 |
commit | fa15b0f3f05ed5b6e96e9eda21d75ed7e8f1466f (patch) | |
tree | d019ec96cdf70d5336db9034f60638b4ad56d93a | |
parent | a3967ff441e95289a0a33a4a02ab7cd15b010a51 (diff) |
i965: Remove dead logic for non-tri depth/stencil clears.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_clear.c | 28 |
1 files changed, 2 insertions, 26 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_clear.c b/src/mesa/drivers/dri/i965/brw_clear.c index 604a68037bb..6761e344303 100644 --- a/src/mesa/drivers/dri/i965/brw_clear.c +++ b/src/mesa/drivers/dri/i965/brw_clear.c @@ -134,37 +134,13 @@ intelClear(struct gl_context *ctx, GLbitfield mask) const struct intel_region *stencilRegion = intel_get_rb_region(fb, BUFFER_STENCIL); if (stencilRegion) { - /* have hw stencil */ - if (stencilRegion->tiling == I915_TILING_Y || - (ctx->Stencil.WriteMask[0] & 0xff) != 0xff) { - /* We have to use the 3D engine if we're clearing a partial mask - * of the stencil buffer, or if we're on a 965 which has a tiled - * depth/stencil buffer in a layout we can't blit to. - */ - tri_mask |= BUFFER_BIT_STENCIL; - } - else if (intel->has_separate_stencil && - stencilRegion->tiling == I915_TILING_NONE) { - /* The stencil buffer is actually W tiled, which the hardware - * cannot blit to. */ - tri_mask |= BUFFER_BIT_STENCIL; - } - else { - /* clearing all stencil bits, use blitting */ - blit_mask |= BUFFER_BIT_STENCIL; - } + tri_mask |= BUFFER_BIT_STENCIL; } } /* HW depth */ if (mask & BUFFER_BIT_DEPTH) { - const struct intel_region *irb = intel_get_rb_region(fb, BUFFER_DEPTH); - - /* clear depth with whatever method is used for stencil (see above) */ - if (irb->tiling == I915_TILING_Y || tri_mask & BUFFER_BIT_STENCIL) - tri_mask |= BUFFER_BIT_DEPTH; - else - blit_mask |= BUFFER_BIT_DEPTH; + tri_mask |= BUFFER_BIT_DEPTH; } /* If we're doing a tri pass for depth/stencil, include a likely color |