Depth buffers are always Y-tiled. In brw_miptree_choose_tiling()
driver opts to use linear buffers for small and 1D but this does
not apply for depth - GL_DEPTH_COMPONENT and GL_DEPTH_STENCIL_EXT
are considered first.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
OUT_BATCH((depth_mt ? depth_mt->surf.row_pitch - 1 : 0) |
(depthbuffer_format << 18) |
(BRW_TILEWALK_YMAJOR << 26) |
- ((depth_mt ? depth_mt->surf.tiling != ISL_TILING_LINEAR : 1)
- << 27) |
+ (1 << 27) |
(depth_surface_type << 29));
if (depth_mt) {
((enable_hiz_ss ? 1 : 0) << 21) | /* separate stencil enable */
((enable_hiz_ss ? 1 : 0) << 22) | /* hiz enable */
(BRW_TILEWALK_YMAJOR << 26) |
- ((depth_mt ? depth_mt->surf.tiling != ISL_TILING_LINEAR : 1)
- << 27) |
+ (1 << 27) |
(surftype << 29));
/* 3DSTATE_DEPTH_BUFFER dw2 */