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authorEric Anholt <[email protected]>2012-05-18 11:54:20 -0700
committerEric Anholt <[email protected]>2012-05-23 10:18:26 -0700
commitfa15b0f3f05ed5b6e96e9eda21d75ed7e8f1466f (patch)
treed019ec96cdf70d5336db9034f60638b4ad56d93a /src
parenta3967ff441e95289a0a33a4a02ab7cd15b010a51 (diff)
i965: Remove dead logic for non-tri depth/stencil clears.
Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Chad Versace <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/drivers/dri/i965/brw_clear.c28
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