- /* 3DSTATE_DEPTH_BUFFER */
- {
- uint32_t tile_x = draw_x & tile_mask_x;
- uint32_t tile_y = draw_y & tile_mask_y;
- uint32_t offset =
- intel_region_get_aligned_offset(params->depth.mt->region,
- draw_x & ~tile_mask_x,
- draw_y & ~tile_mask_y, false);
-
- /* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
- * (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
- * Coordinate Offset X/Y":
- *
- * "The 3 LSBs of both offsets must be zero to ensure correct
- * alignment"
- *
- * We have no guarantee that tile_x and tile_y are correctly aligned,
- * since they are determined by the mipmap layout, which is only aligned
- * to multiples of 4.
- *
- * So, to avoid hanging the GPU, just smash the low order 3 bits of
- * tile_x and tile_y to 0. This is a temporary workaround until we come
- * up with a better solution.
+ lod = params->depth.level - params->depth.mt->first_level;
+
+ if (params->hiz_op != GEN6_HIZ_OP_NONE && lod == 0) {
+ /* HIZ ops for lod 0 may set the width & height a little
+ * larger to allow the fast depth clear to fit the hardware
+ * alignment requirements. (8x4)