fmt(VK_FORMAT_X8_D24_UNORM_PACK32, ISL_FORMAT_R24_UNORM_X8_TYPELESS, .has_depth = true),
fmt(VK_FORMAT_D32_SFLOAT, ISL_FORMAT_R32_FLOAT, .has_depth = true),
fmt(VK_FORMAT_S8_UINT, ISL_FORMAT_R8_UINT, .has_stencil = true),
- fmt(VK_FORMAT_D16_UNORM_S8_UINT, ISL_FORMAT_R16_UNORM, .has_depth = true, .has_stencil = true),
+ fmt(VK_FORMAT_D16_UNORM_S8_UINT, ISL_FORMAT_UNSUPPORTED),
fmt(VK_FORMAT_D24_UNORM_S8_UINT, ISL_FORMAT_R24_UNORM_X8_TYPELESS, .has_depth = true, .has_stencil = true),
fmt(VK_FORMAT_D32_SFLOAT_S8_UINT, ISL_FORMAT_R32_FLOAT, .has_depth = true, .has_stencil = true),
*
* The PRM is wrong, though. The width and height must be programmed to
* actual framebuffer's width and height, even when neither depth buffer
- * nor stencil buffer is present.
+ * nor stencil buffer is present. Also, D16_UNORM is not allowed to
+ * be combined with a stencil buffer so we use D32_FLOAT instead.
*/
anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER),
.SurfaceType = SURFTYPE_2D,
- .SurfaceFormat = D16_UNORM,
+ .SurfaceFormat = D32_FLOAT,
.Width = fb->width - 1,
.Height = fb->height - 1,
.StencilWriteEnable = has_stencil);