brw->format_supported_as_render_target[MESA_FORMAT_S_UINT8] = true;
brw->format_supported_as_render_target[MESA_FORMAT_Z_FLOAT32] = true;
brw->format_supported_as_render_target[MESA_FORMAT_Z32_FLOAT_S8X24_UINT] = true;
+ if (brw->gen >= 8)
+ brw->format_supported_as_render_target[MESA_FORMAT_Z_UNORM16] = true;
/* We remap depth formats to a supported texturing format in
* translate_tex_format().
*
* Other speculation is that we may be hitting increased fragment shader
* execution from GL_LEQUAL/GL_EQUAL depth tests at reduced precision.
+ *
+ * With the PMA stall workaround in place, Z16 is faster than Z24, as it
+ * should be.
*/
+ if (brw->gen >= 8)
+ ctx->TextureFormatSupported[MESA_FORMAT_Z_UNORM16] = true;
/* On hardware that lacks support for ETC1, we map ETC1 to RGBX
* during glCompressedTexImage2D(). See intel_mipmap_tree::wraps_etc1.