{
const struct util_format_description *desc = util_format_description(templ->format);
bool force_tiling = templ->flags & R600_RESOURCE_FLAG_FORCE_TILING;
+ bool is_depth_stencil = util_format_is_depth_or_stencil(templ->format) &&
+ !(templ->flags & R600_RESOURCE_FLAG_FLUSHED_DEPTH);
/* MSAA resources must be 2D tiled. */
if (templ->nr_samples > 1)
if (templ->flags & R600_RESOURCE_FLAG_TRANSFER)
return RADEON_SURF_MODE_LINEAR_ALIGNED;
+ /* Avoid Z/S decompress blits by forcing TC-compatible HTILE on VI,
+ * which requires 2D tiling.
+ */
+ if (rscreen->chip_class == VI &&
+ is_depth_stencil &&
+ (templ->flags & PIPE_RESOURCE_FLAG_TEXTURING_MORE_LIKELY))
+ return RADEON_SURF_MODE_2D;
+
/* r600g: force tiling on TEXTURE_2D and TEXTURE_3D compute resources. */
if (rscreen->chip_class >= R600 && rscreen->chip_class <= CAYMAN &&
(templ->bind & PIPE_BIND_COMPUTE_RESOURCE) &&
/* Handle common candidates for the linear mode.
* Compressed textures and DB surfaces must always be tiled.
*/
- if (!force_tiling && !util_format_is_compressed(templ->format) &&
- (!util_format_is_depth_or_stencil(templ->format) ||
- templ->flags & R600_RESOURCE_FLAG_FLUSHED_DEPTH)) {
+ if (!force_tiling &&
+ !is_depth_stencil &&
+ !util_format_is_compressed(templ->format)) {
if (rscreen->debug_flags & DBG_NO_TILING)
return RADEON_SURF_MODE_LINEAR_ALIGNED;