[MESA_FORMAT_Z24_UNORM_S8_UINT] = 0,
[MESA_FORMAT_Z_UNORM16] = 0,
[MESA_FORMAT_Z24_UNORM_X8_UINT] = 0,
- [MESA_FORMAT_X8Z24_UNORM] = 0,
+ [MESA_FORMAT_X8_UINT_Z24_UNORM] = 0,
[MESA_FORMAT_Z_UNORM32] = 0,
[MESA_FORMAT_S_UINT8] = BRW_SURFACEFORMAT_R8_UINT,
[MESA_FORMAT_BGR_SRGB8] = 0,
[MESA_FORMAT_A8B8G8R8_SRGB] = 0,
[MESA_FORMAT_B8G8R8A8_SRGB] = BRW_SURFACEFORMAT_B8G8R8A8_UNORM_SRGB,
+ [MESA_FORMAT_R8G8B8A8_SRGB] = BRW_SURFACEFORMAT_R8G8B8A8_UNORM_SRGB,
[MESA_FORMAT_L_SRGB8] = BRW_SURFACEFORMAT_L8_UNORM_SRGB,
[MESA_FORMAT_L8A8_SRGB] = BRW_SURFACEFORMAT_L8A8_UNORM_SRGB,
[MESA_FORMAT_SRGB_DXT1] = BRW_SURFACEFORMAT_DXT1_RGB_SRGB,
[MESA_FORMAT_RGBA_FLOAT32] = BRW_SURFACEFORMAT_R32G32B32A32_FLOAT,
[MESA_FORMAT_RGBA_FLOAT16] = BRW_SURFACEFORMAT_R16G16B16A16_FLOAT,
[MESA_FORMAT_RGB_FLOAT32] = BRW_SURFACEFORMAT_R32G32B32_FLOAT,
- [MESA_FORMAT_RGB_FLOAT16] = BRW_SURFACEFORMAT_R16G16B16_FLOAT,
+ [MESA_FORMAT_RGB_FLOAT16] = 0,
[MESA_FORMAT_A_FLOAT32] = BRW_SURFACEFORMAT_A32_FLOAT,
[MESA_FORMAT_A_FLOAT16] = BRW_SURFACEFORMAT_A16_FLOAT,
[MESA_FORMAT_L_FLOAT32] = BRW_SURFACEFORMAT_L32_FLOAT,
[MESA_FORMAT_RGB_UINT32] = BRW_SURFACEFORMAT_R32G32B32_UINT,
[MESA_FORMAT_RGBA_UINT32] = BRW_SURFACEFORMAT_R32G32B32A32_UINT,
- [MESA_FORMAT_DUDV8] = BRW_SURFACEFORMAT_R8G8_SNORM,
[MESA_FORMAT_R_SNORM8] = BRW_SURFACEFORMAT_R8_SNORM,
[MESA_FORMAT_R8G8_SNORM] = BRW_SURFACEFORMAT_R8G8_SNORM,
[MESA_FORMAT_X8B8G8R8_SNORM] = 0,
[MESA_FORMAT_Z_FLOAT32] = 0,
[MESA_FORMAT_Z32_FLOAT_S8X24_UINT] = 0,
+ [MESA_FORMAT_R10G10B10A2_UNORM] = BRW_SURFACEFORMAT_R10G10B10A2_UNORM,
[MESA_FORMAT_B10G10R10A2_UINT] = BRW_SURFACEFORMAT_B10G10R10A2_UINT,
[MESA_FORMAT_R10G10B10A2_UINT] = BRW_SURFACEFORMAT_R10G10B10A2_UINT,
*/
render = BRW_SURFACEFORMAT_B8G8R8A8_UNORM;
break;
+ case BRW_SURFACEFORMAT_R8G8B8X8_UNORM:
+ render = BRW_SURFACEFORMAT_R8G8B8A8_UNORM;
+ break;
}
rinfo = &surface_formats[render];
brw->format_supported_as_render_target[MESA_FORMAT_Z24_UNORM_S8_UINT] = true;
brw->format_supported_as_render_target[MESA_FORMAT_Z24_UNORM_X8_UINT] = true;
brw->format_supported_as_render_target[MESA_FORMAT_S_UINT8] = true;
- brw->format_supported_as_render_target[MESA_FORMAT_Z_UNORM16] = true;
brw->format_supported_as_render_target[MESA_FORMAT_Z_FLOAT32] = true;
brw->format_supported_as_render_target[MESA_FORMAT_Z32_FLOAT_S8X24_UINT] = true;
ctx->TextureFormatSupported[MESA_FORMAT_Z_FLOAT32] = true;
ctx->TextureFormatSupported[MESA_FORMAT_Z32_FLOAT_S8X24_UINT] = true;
- /* It appears that Z16 is slower than Z24 (on Intel Ivybridge and newer
- * hardware at least), so there's no real reason to prefer it unless you're
- * under memory (not memory bandwidth) pressure. Our speculation is that
- * this is due to either increased fragment shader execution from
- * GL_LEQUAL/GL_EQUAL depth tests at the reduced precision, or due to
- * increased depth stalls from a cacheline-based heuristic for detecting
- * depth stalls.
+ /* Benchmarking shows that Z16 is slower than Z24, so there's no reason to
+ * use it unless you're under memory (not memory bandwidth) pressure.
*
- * However, desktop GL 3.0+ require that you get exactly 16 bits when
- * asking for DEPTH_COMPONENT16, so we have to respect that.
+ * Apparently, the GPU's depth scoreboarding works on a 32-bit granularity,
+ * which corresponds to one pixel in the depth buffer for Z24 or Z32 formats.
+ * However, it corresponds to two pixels with Z16, which means both need to
+ * hit the early depth case in order for it to happen.
+ *
+ * Other speculation is that we may be hitting increased fragment shader
+ * execution from GL_LEQUAL/GL_EQUAL depth tests at reduced precision.
*/
- if (_mesa_is_desktop_gl(ctx))
- ctx->TextureFormatSupported[MESA_FORMAT_Z_UNORM16] = true;
/* On hardware that lacks support for ETC1, we map ETC1 to RGBX
* during glCompressedTexImage2D(). See intel_mipmap_tree::wraps_etc1.