uint32_t draw_y = params->depth.y_offset;
uint32_t tile_mask_x, tile_mask_y;
uint32_t surftype;
+ unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
GLenum gl_target = params->depth.mt->target;
switch (gl_target) {
* equivalent.
*/
surftype = BRW_SURFACE_2D;
+ depth *= 6;
break;
default:
surftype = translate_tex_target(gl_target);