* | format | halign | valign |
* +------------------------+--------+--------+
* | YUV 4:2:2 formats | 4 | * |
+ * | BC1-5 | 4 | 4 |
+ * | FXT1 | 8 | 4 |
* | uncompressed formats | 4 | * |
* +------------------------+--------+--------+
*
*/
if (isl_format_is_compressed(info->format)) {
+ /* Compressed formats have an alignment equal to their block size */
*image_align_el = isl_extent3d(1, 1, 1);
return;
}
- if (isl_format_is_yuv(info->format)) {
- *image_align_el = isl_extent3d(4, 2, 1);
- return;
- }
-
- if (info->samples > 1) {
- *image_align_el = isl_extent3d(4, 4, 1);
- return;
- }
-
- if (isl_surf_usage_is_depth_or_stencil(info->usage) &&
- !ISL_DEV_USE_SEPARATE_STENCIL(dev)) {
- /* interleaved depthstencil buffer */
- *image_align_el = isl_extent3d(4, 4, 1);
- return;
- }
-
if (isl_surf_usage_is_depth(info->usage)) {
- /* separate depth buffer */
+ /* depth buffer (possibly interleaved with stencil) */
*image_align_el = isl_extent3d(4, 4, 1);
return;
}
if (isl_surf_usage_is_stencil(info->usage)) {
/* separate stencil buffer */
+ assert(!isl_surf_usage_is_depth(info->usage));
*image_align_el = isl_extent3d(4, 2, 1);
return;
}
+ if (info->samples > 1) {
+ *image_align_el = isl_extent3d(4, 4, 1);
+ return;
+ }
+
+ /* For everything else, 4x2 is always a valid alignment. Since this is
+ * also the smallest alignment we can specify, we use 4x2 for everything
+ * else because it uses the least memory.
+ */
*image_align_el = isl_extent3d(4, 2, 1);
}