struct intel_renderbuffer *depth_irb =
intel_get_renderbuffer(fb, BUFFER_DEPTH);
struct intel_mipmap_tree *mt = depth_irb->mt;
+ struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
if (brw->gen < 6)
return false;
/* Now, the HiZ buffer contains data that needs to be resolved to the depth
* buffer.
*/
- intel_renderbuffer_set_needs_depth_resolve(depth_irb);
+ intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
return true;
}
struct intel_renderbuffer *front_irb = NULL;
struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
if (brw->is_front_buffer_rendering)
front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
if (back_irb)
intel_renderbuffer_set_needs_downsample(back_irb);
if (depth_irb && ctx->Depth.Mask)
- intel_renderbuffer_set_needs_depth_resolve(depth_irb);
+ intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
}
/* May fail if out of video memory for texture or vbo upload, or on