enum pipe_format format;
unsigned block_width, block_height, block_size;
bool compressed;
- bool has_depth, has_stencil, separate_stencil;
+ bool has_depth, has_stencil;
+ bool hiz, separate_stencil;
enum intel_tiling_mode tiling;
bool can_be_linear;
desc = util_format_description(format);
layout->has_depth = util_format_has_depth(desc);
layout->has_stencil = util_format_has_stencil(desc);
+
+ /* we are not ready yet */
+ layout->hiz = false;
}
static void
return true;
}
+static bool
+tex_create_hiz(struct ilo_texture *tex, const struct tex_layout *layout)
+{
+ struct ilo_screen *is = ilo_screen(tex->base.screen);
+ const struct pipe_resource *templ = layout->templ;
+ const int hz_align_j = 8;
+ unsigned hz_width, hz_height;
+ unsigned long pitch;
+ int i;
+
+ /*
+ * See the Sandy Bridge PRM, volume 2 part 1, page 312, and the Ivy Bridge
+ * PRM, volume 2 part 1, page 312-313.
+ *
+ * It seems HiZ buffer is aligned to 8x8, with every two rows packed into a
+ * memory row.
+ */
+
+ hz_width = align(layout->levels[0].w, 16);
+
+ if (templ->target == PIPE_TEXTURE_3D) {
+ hz_height = 0;
+
+ for (i = 0; i <= templ->last_level; i++) {
+ const unsigned h = align(layout->levels[i].h, hz_align_j);
+ hz_height += h * layout->levels[i].d;
+ }
+
+ hz_height /= 2;
+ }
+ else {
+ const unsigned h0 = align(layout->levels[0].h, hz_align_j);
+ unsigned hz_qpitch = h0;
+
+ if (layout->array_spacing_full) {
+ const unsigned h1 = align(layout->levels[1].h, hz_align_j);
+ const unsigned htail =
+ ((layout->dev->gen >= ILO_GEN(7)) ? 12 : 11) * hz_align_j;
+
+ hz_qpitch += h1 + htail;
+ }
+
+ hz_height = hz_qpitch * templ->array_size / 2;
+
+ if (layout->dev->gen >= ILO_GEN(7))
+ hz_height = align(hz_height, 8);
+ }
+
+ /*
+ * On GEN6, Depth Coordinate Offsets may be set to the values returned by
+ * ilo_texture_get_slice_offset(), which can be as large as (63, 31). Pad
+ * the HiZ bo to avoid out-of-bound accesses.
+ */
+ if (layout->dev->gen == ILO_GEN(6)) {
+ hz_width += 64;
+ hz_height += 32 / 2;
+ }
+
+ tex->hiz.bo = intel_winsys_alloc_texture(is->winsys,
+ "hiz texture", hz_width, hz_height, 1,
+ INTEL_TILING_Y, INTEL_ALLOC_FOR_RENDER, &pitch);
+ if (!tex->hiz.bo)
+ return false;
+
+ tex->hiz.bo_stride = pitch;
+
+ return true;
+}
+
static void
tex_destroy(struct ilo_texture *tex)
{
return NULL;
}
+ if (layout.hiz)
+ tex_create_hiz(tex, &layout);
+
return &tex->base;
}