Organize all one of them in a single place before adding more.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22224>
* enable LRZ write. But this would cause early-z/lrz to discard
* fragments from draw A which should be visible due to draw B.
*/
- if (reads_dest && zsa->writes_z && ctx->screen->conservative_lrz) {
+ if (reads_dest && zsa->writes_z && ctx->screen->driconf.conservative_lrz) {
if (!zsa->perf_warn_blend && rsc->lrz_valid) {
perf_debug_ctx(ctx, "Invalidating LRZ due to blend+depthwrite");
zsa->perf_warn_blend = true;
driParseConfigFiles(config->options, config->options_info, 0, "msm",
NULL, fd_dev_name(screen->dev_id), NULL, 0, NULL, 0);
- screen->conservative_lrz =
+ screen->driconf.conservative_lrz =
!driQueryOptionb(config->options, "disable_conservative_lrz");
struct sysinfo si;
bool has_robustness;
bool has_syncobj;
- /* Conservative LRZ (default true) invalidates LRZ on draws with
- * blend and depth-write enabled, because this can lead to incorrect
- * rendering. Driconf can be used to disable conservative LRZ for
- * games which do not have the problematic sequence of draws *and*
- * suffer a performance loss with conservative LRZ.
- */
- bool conservative_lrz;
+ struct {
+ /* Conservative LRZ (default true) invalidates LRZ on draws with
+ * blend and depth-write enabled, because this can lead to incorrect
+ * rendering. Driconf can be used to disable conservative LRZ for
+ * games which do not have the problematic sequence of draws *and*
+ * suffer a performance loss with conservative LRZ.
+ */
+ bool conservative_lrz;
+ } driconf;
const struct fd_dev_info *info;
uint32_t ccu_offset_gmem;