i965 clear/draw: set renderbuffer attachment as needing depth resolve
authorJordan Justen <jordan.l.justen@intel.com>
Mon, 29 Jul 2013 20:58:03 +0000 (13:58 -0700)
committerJordan Justen <jordan.l.justen@intel.com>
Sun, 4 Aug 2013 18:52:38 +0000 (11:52 -0700)
Previously we would mark a renderbuffer as needing a depth resolve.
But, to support layered rendering, we need to look at the attachment
instead, since the attachment knows if layered rendering is being
used.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
src/mesa/drivers/dri/i965/brw_clear.c
src/mesa/drivers/dri/i965/brw_draw.c

index cb1c08461bbabfd0f2db89a8134316006590acf4..a727e6ec41cd4410fe2d6057337526da1c150e41 100644 (file)
@@ -109,6 +109,7 @@ brw_fast_clear_depth(struct gl_context *ctx)
    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;
@@ -196,7 +197,7 @@ brw_fast_clear_depth(struct gl_context *ctx)
    /* 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;
 }
index 853783155257b47a6f6e7d79f2d08128cff0cc1e..6170d0728e197581782010c63b31e0ed8ca01e18 100644 (file)
@@ -339,6 +339,7 @@ static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
    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);
@@ -348,7 +349,7 @@ static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
    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