blorp_batch_init(&ice->blorp, &blorp_batch, batch, blorp_flags);
struct blorp_surf surf;
- iris_blorp_surf_for_resource(&ice->vtbl, &surf, p_res, res->aux.usage,
- level, true);
+ iris_blorp_surf_for_resource(&ice->vtbl, &batch->screen->isl_dev, &surf,
+ p_res, res->aux.usage, level, true);
/* In newer gens (> 9), the hardware will do a linear -> sRGB conversion of
* the clear color during the fast clear, if the surface format is of sRGB
box->z, box->depth, aux_usage);
struct blorp_surf surf;
- iris_blorp_surf_for_resource(&ice->vtbl, &surf, p_res, aux_usage, level,
- true);
+ iris_blorp_surf_for_resource(&ice->vtbl, &batch->screen->isl_dev, &surf,
+ p_res, aux_usage, level, true);
struct blorp_batch blorp_batch;
blorp_batch_init(&ice->blorp, &blorp_batch, batch, blorp_flags);
if (clear_depth && z_res) {
iris_resource_prepare_depth(ice, batch, z_res, level, box->z, box->depth);
- iris_blorp_surf_for_resource(&ice->vtbl, &z_surf, &z_res->base,
- z_res->aux.usage, level, true);
+ iris_blorp_surf_for_resource(&ice->vtbl, &batch->screen->isl_dev,
+ &z_surf, &z_res->base, z_res->aux.usage,
+ level, true);
}
struct blorp_batch blorp_batch;
if (stencil_mask) {
iris_resource_prepare_access(ice, batch, stencil_res, level, 1, box->z,
box->depth, stencil_res->aux.usage, false);
- iris_blorp_surf_for_resource(&ice->vtbl, &stencil_surf,
- &stencil_res->base, stencil_res->aux.usage,
- level, true);
+ iris_blorp_surf_for_resource(&ice->vtbl, &batch->screen->isl_dev,
+ &stencil_surf, &stencil_res->base,
+ stencil_res->aux.usage, level, true);
}
blorp_clear_depth_stencil(&blorp_batch, &z_surf, &stencil_surf,