uint32_t draw_x = params->depth.x_offset;
uint32_t draw_y = params->depth.y_offset;
uint32_t tile_mask_x, tile_mask_y;
+ uint32_t surfwidth, surfheight;
uint32_t surftype;
unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
GLenum gl_target = params->depth.mt->target;
lod = params->depth.level - params->depth.mt->first_level;
+ if (params->hiz_op != GEN6_HIZ_OP_NONE && lod == 0) {
+ /* HIZ ops for lod 0 may set the width & height a little
+ * larger to allow the fast depth clear to fit the hardware
+ * alignment requirements. (8x4)
+ */
+ surfwidth = params->depth.width;
+ surfheight = params->depth.height;
+ } else {
+ surfwidth = params->depth.mt->logical_width0;
+ surfheight = params->depth.mt->logical_height0;
+ }
+
/* 3DSTATE_DEPTH_BUFFER */
{
uint32_t tile_x = draw_x & tile_mask_x;