Lines Matching refs:clear
184 (job->clear & pipe_bit)));
186 !(job->clear & PIPE_CLEAR_DEPTH);
188 !(job->clear & PIPE_CLEAR_STENCIL);
295 UNUSED bool needs_color_clear = job->clear & PIPE_CLEAR_COLOR_BUFFERS;
296 UNUSED bool needs_z_clear = job->clear & PIPE_CLEAR_DEPTH;
297 UNUSED bool needs_s_clear = job->clear & PIPE_CLEAR_STENCIL;
303 * - Z/S buffers store may not clear the TLB color buffer.
305 * And on V3D 4.1, we only have one flag for "clear the buffer being
306 * stored" in the general packet, and a separate packet to clear all
310 * packet when we don't have to emit a separate packet to clear all
314 (job->clear & PIPE_CLEAR_COLOR_BUFFERS) ==
386 /* Note that when set this will clear all of the color
398 * then emit a packet to clear all the TLB color buffers now.
416 /* GFXH-1461/GFXH-1689: The per-buffer store command's clear
418 * clear packet's Z/S bit is broken, but the RTs bit ends up
421 if (job->clear) {
422 cl_emit(cl, CLEAR_TILE_BUFFERS, clear) {
423 clear.clear_z_stencil_buffer = !job->early_zs_clear;
424 clear.clear_all_render_targets = true;
570 /* Our rendering code emits an initial clear per layer, unlike the
571 * Vulkan driver, which only executes a single initial clear for all
574 * needs the iniital clear. This is also why this helper, unlike the
576 * clear for double buffer mode is required.
635 /* Emit an initial clear of the tile buffers. This is necessary
638 * it's also nice to clear everything so the first tile doesn't
661 cl_emit(&job->rcl, CLEAR_TILE_BUFFERS, clear) {
662 clear.clear_z_stencil_buffer = !job->early_zs_clear;
663 clear.clear_all_render_targets = true;
755 job->early_zs_clear = (job->clear & PIPE_CLEAR_DEPTHSTENCIL) &&
816 clear) {
817 clear.clear_color_low_32_bits = job->clear_color[i][0];
818 clear.clear_color_next_24_bits = job->clear_color[i][1] & 0xffffff;
819 clear.render_target_number = i;
824 clear) {
825 clear.clear_color_mid_low_32_bits =
828 clear.clear_color_mid_high_24_bits =
831 clear.render_target_number = i;
837 clear) {
838 clear.uif_padded_height_in_uif_blocks = clear_pad;
839 clear.clear_color_high_16_bits = job->clear_color[i][3] >> 16;
840 clear.render_target_number = i;
867 /* TODO: Don't bother emitting if we don't load/clear Z/S. */
889 clear) {
890 clear.z_clear_value = job->clear_z;
891 clear.stencil_clear_value = job->clear_s;