struct pipe_resource resource;
struct r600_texture **flushed_depth_texture = staging ?
staging : &rtex->flushed_depth_texture;
+ enum pipe_format pipe_format = texture->format;
+
+ if (!staging) {
+ if (rtex->flushed_depth_texture)
+ return true; /* it's ready */
+
+ if (!rtex->can_sample_z && rtex->can_sample_s) {
+ switch (pipe_format) {
+ case PIPE_FORMAT_Z32_FLOAT_S8X24_UINT:
+ /* Save memory by not allocating the S plane. */
+ pipe_format = PIPE_FORMAT_Z32_FLOAT;
+ break;
+ case PIPE_FORMAT_Z24_UNORM_S8_UINT:
+ case PIPE_FORMAT_S8_UINT_Z24_UNORM:
+ /* Save memory bandwidth by not copying the
+ * stencil part during flush.
+ *
+ * This potentially increases memory bandwidth
+ * if an application uses both Z and S texturing
+ * simultaneously (a flushed Z24S8 texture
+ * would be stored compactly), but how often
+ * does that really happen?
+ */
+ pipe_format = PIPE_FORMAT_Z24X8_UNORM;
+ break;
+ default:;
+ }
+ } else if (!rtex->can_sample_s && rtex->can_sample_z) {
+ assert(util_format_has_stencil(util_format_description(pipe_format)));
- if (!staging && rtex->flushed_depth_texture)
- return true; /* it's ready */
+ /* DB->CB copies to an 8bpp surface don't work. */
+ pipe_format = PIPE_FORMAT_X24S8_UINT;
+ }
+ }
resource.target = texture->target;
- resource.format = texture->format;
+ resource.format = pipe_format;
resource.width0 = texture->width0;
resource.height0 = texture->height0;
resource.depth0 = texture->depth0;