+static void r600_blit_decompress_depth_in_place(struct r600_context *rctx,
+ struct r600_texture *texture,
+ unsigned first_level, unsigned last_level,
+ unsigned first_layer, unsigned last_layer)
+{
+ struct pipe_surface *zsurf, surf_tmpl = {{0}};
+ unsigned layer, max_layer, checked_last_layer, level;
+
+ /* Enable decompression in DB_RENDER_CONTROL */
+ rctx->db_misc_state.flush_depthstencil_in_place = true;
+ rctx->db_misc_state.atom.dirty = true;
+
+ surf_tmpl.format = texture->resource.b.b.format;
+
+ for (level = first_level; level <= last_level; level++) {
+ if (!(texture->dirty_level_mask & (1 << level)))
+ continue;
+
+ surf_tmpl.u.tex.level = level;
+
+ /* The smaller the mipmap level, the less layers there are
+ * as far as 3D textures are concerned. */
+ max_layer = util_max_layer(&texture->resource.b.b, level);
+ checked_last_layer = last_layer < max_layer ? last_layer : max_layer;
+
+ for (layer = first_layer; layer <= checked_last_layer; layer++) {
+ surf_tmpl.u.tex.first_layer = layer;
+ surf_tmpl.u.tex.last_layer = layer;
+
+ zsurf = rctx->b.b.create_surface(&rctx->b.b, &texture->resource.b.b, &surf_tmpl);
+
+ r600_blitter_begin(&rctx->b.b, R600_DECOMPRESS);
+ util_blitter_custom_depth_stencil(rctx->blitter, zsurf, NULL, ~0,
+ rctx->custom_dsa_flush, 1.0f);
+ r600_blitter_end(&rctx->b.b);
+
+ pipe_surface_reference(&zsurf, NULL);
+ }
+
+ /* The texture will always be dirty if some layers or samples aren't flushed.
+ * I don't think this case occurs often though. */
+ if (first_layer == 0 && last_layer == max_layer) {
+ texture->dirty_level_mask &= ~(1 << level);
+ }
+ }
+
+ /* Disable decompression in DB_RENDER_CONTROL */
+ rctx->db_misc_state.flush_depthstencil_in_place = false;
+ rctx->db_misc_state.atom.dirty = true;
+}
+