.MinimumArrayElement = 0,
.DepthBufferObjectControlState = GEN8_MOCS,
.RenderTargetViewExtent = 1 - 1,
- .SurfaceQPitch = 0);
+ .SurfaceQPitch = view->depth_qpitch >> 2);
/* Disable hierarchial depth buffers. */
anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_HIER_DEPTH_BUFFER);
.StencilBufferObjectControlState = GEN8_MOCS,
.SurfacePitch = view->stencil_stride > 0 ? view->stencil_stride - 1 : 0,
.SurfaceBaseAddress = { view->bo, view->stencil_offset },
- .SurfaceQPitch = 0);
+ .SurfaceQPitch = view->stencil_qpitch >> 2);
/* Clear the clear params. */
anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_CLEAR_PARAMS);
view->depth_stride = image->stride;
view->depth_offset = image->offset;
view->depth_format = format->depth_format;
+ view->depth_qpitch = 0; /* FINISHME: QPitch */
view->stencil_stride = image->stencil_stride;
view->stencil_offset = image->offset + image->stencil_offset;
+ view->stencil_qpitch = 0; /* FINISHME: QPitch */
*pView = (VkDepthStencilView) view;
uint32_t depth_offset; /**< Offset into bo. */
uint32_t depth_stride; /**< 3DSTATE_DEPTH_BUFFER.SurfacePitch */
uint32_t depth_format; /**< 3DSTATE_DEPTH_BUFFER.SurfaceFormat */
+ uint16_t depth_qpitch; /**< 3DSTATE_DEPTH_BUFFER.SurfaceQPitch */
uint32_t stencil_offset; /**< Offset into bo. */
uint32_t stencil_stride; /**< 3DSTATE_STENCIL_BUFFER.SurfacePitch */
+ uint16_t stencil_qpitch; /**< 3DSTATE_DEPTH_BUFFER.SurfaceQPitch */
};
struct anv_framebuffer {