This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
uint32_t surftype;
unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
GLenum gl_target = params->depth.mt->target;
+ unsigned int lod;
brw_get_depthstencil_tile_masks(params->depth.mt,
params->depth.level,
break;
}
+ lod = params->depth.level - params->depth.mt->first_level;
+
/* 3DSTATE_DEPTH_BUFFER */
{
uint32_t tile_x = draw_x & tile_mask_x;
uint32_t surftype;
unsigned int depth = 1;
GLenum gl_target = GL_TEXTURE_2D;
+ unsigned int lod;
const struct intel_renderbuffer *irb = NULL;
const struct gl_renderbuffer *rb = NULL;
break;
}
+ lod = irb ? irb->mt_level - irb->mt->first_level : 0;
+
/* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */
BEGIN_BATCH(7);
OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));