#include "main/mtypes.h"
#include "intel_batchbuffer.h"
#include "intel_mipmap_tree.h"
-#include "intel_regions.h"
#include "intel_fbo.h"
#include "brw_context.h"
#include "brw_state.h"
rb = (struct gl_renderbuffer*) irb;
if (rb) {
- depth = MAX2(rb->Depth, 1);
+ depth = MAX2(irb->layer_count, 1);
if (rb->TexImage)
gl_target = rb->TexImage->TexObject->Target;
}
surftype = BRW_SURFACE_2D;
depth *= 6;
break;
+ case GL_TEXTURE_3D:
+ assert(mt);
+ depth = MAX2(mt->logical_depth0, 1);
+ /* fallthrough */
default:
surftype = translate_tex_target(gl_target);
break;
}
- if (fb->MaxNumLayers > 0 || !irb) {
- min_array_element = 0;
- } else if (irb->mt->num_samples > 1) {
- /* Convert physical layer to logical layer. */
- min_array_element = irb->mt_layer / irb->mt->num_samples;
- } else {
- min_array_element = irb->mt_layer;
- }
+ min_array_element = irb ? irb->mt_layer : 0;
lod = irb ? irb->mt_level - irb->mt->first_level : 0;
OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
/* 3DSTATE_DEPTH_BUFFER dw1 */
- OUT_BATCH((depth_mt ? depth_mt->region->pitch - 1 : 0) |
+ OUT_BATCH((depth_mt ? depth_mt->pitch - 1 : 0) |
(depthbuffer_format << 18) |
((hiz ? 1 : 0) << 22) |
((stencil_mt != NULL && ctx->Stencil._WriteEnabled) << 27) |
/* 3DSTATE_DEPTH_BUFFER dw2 */
if (depth_mt) {
- OUT_RELOC(depth_mt->region->bo,
+ OUT_RELOC(depth_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
0);
} else {
OUT_BATCH(0);
ADVANCE_BATCH();
} else {
- struct intel_mipmap_tree *hiz_mt = depth_mt->hiz_mt;
+ struct intel_miptree_aux_buffer *hiz_buf = depth_mt->hiz_buf;
+
BEGIN_BATCH(3);
OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (3 - 2));
OUT_BATCH((mocs << 25) |
- (hiz_mt->region->pitch - 1));
- OUT_RELOC(hiz_mt->region->bo,
+ (hiz_buf->pitch - 1));
+ OUT_RELOC(hiz_buf->bo,
I915_GEM_DOMAIN_RENDER,
I915_GEM_DOMAIN_RENDER,
0);
*/
OUT_BATCH(enabled |
mocs << 25 |
- (2 * stencil_mt->region->pitch - 1));
- OUT_RELOC(stencil_mt->region->bo,
+ (2 * stencil_mt->pitch - 1));
+ OUT_RELOC(stencil_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
0);
ADVANCE_BATCH();
*/
const struct brw_tracked_state gen7_depthbuffer = {
.dirty = {
- .mesa = (_NEW_BUFFERS | _NEW_DEPTH | _NEW_STENCIL),
+ .mesa = _NEW_BUFFERS |
+ _NEW_DEPTH |
+ _NEW_STENCIL,
.brw = BRW_NEW_BATCH,
- .cache = 0,
},
.emit = brw_emit_depthbuffer,
};