The internal-type-bpp path is for surfaces that get stored in the raw TLB
format. For 4.x, we're storing MSAA as just 2x width/height at the
original format.
prsc->screen = pscreen;
if (prsc->nr_samples <= 1 ||
+ screen->devinfo.ver >= 40 ||
util_format_is_depth_or_stencil(prsc->format)) {
- rsc->cpp = util_format_get_blocksize(prsc->format) *
- MAX2(prsc->nr_samples, 1);
+ rsc->cpp = util_format_get_blocksize(prsc->format);
+ if (screen->devinfo.ver < 40 && prsc->nr_samples > 1)
+ rsc->cpp *= prsc->nr_samples;
} else {
assert(vc5_rt_format_supported(&screen->devinfo, prsc->format));
uint32_t output_image_format =
#endif
tex.array_stride_64_byte_aligned = rsc->cube_map_stride / 64;
- if (prsc->nr_samples > 1) {
+ if (prsc->nr_samples > 1 && V3D_VERSION < 40) {
/* Using texture views to reinterpret formats on our
* MSAA textures won't work, because we don't lay out
* the bits in memory as it's expected -- for example,