#define BRW_SURFACEFORMAT_B10G10R10A2_SSCALED 0x1B9
#define BRW_SURFACEFORMAT_B10G10R10A2_UINT 0x1BA
#define BRW_SURFACEFORMAT_B10G10R10A2_SINT 0x1BB
+#define BRW_SURFACEFORMAT_RAW 0x1FF
#define BRW_SURFACE_FORMAT_SHIFT 18
#define BRW_SURFACE_FORMAT_MASK INTEL_MASK(26, 18)
memset(surf, 0, 8 * 4);
surf[0] = BRW_SURFACE_BUFFER << BRW_SURFACE_TYPE_SHIFT |
- BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_SURFACE_FORMAT_SHIFT |
+ BRW_SURFACEFORMAT_RAW << BRW_SURFACE_FORMAT_SHIFT |
BRW_SURFACE_RC_READ_WRITE;
surf[1] = brw->shader_time.bo->offset; /* reloc */
surf[2] = SET_FIELD(w & 0x7f, GEN7_SURFACE_WIDTH) |
SET_FIELD((w >> 7) & 0x1fff, GEN7_SURFACE_HEIGHT);
- surf[3] = SET_FIELD((w >> 20) & 0x7f, BRW_SURFACE_DEPTH) |
- (16 - 1); /* stride between samples */
+ surf[3] = SET_FIELD((w >> 20) & 0x7f, BRW_SURFACE_DEPTH);
/* Unlike texture or renderbuffer surfaces, we only do untyped operations
* on the shader_time surface, so there's no need to set HSW channel