This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.
Note: Cube maps are treated as 2D arrays with 6 times as
many array elements as the cube map array would have.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
uint32_t tile_mask_x, tile_mask_y;
uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
uint32_t surftype;
+ unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
GLenum gl_target = params->depth.mt->target;
brw_get_depthstencil_tile_masks(params->depth.mt,
* equivalent.
*/
surftype = BRW_SURFACE_2D;
+ depth *= 6;
break;
default:
surftype = translate_tex_target(gl_target);
uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
struct gl_framebuffer *fb = ctx->DrawBuffer;
uint32_t surftype;
+ unsigned int depth = 1;
GLenum gl_target = GL_TEXTURE_2D;
const struct intel_renderbuffer *irb = NULL;
const struct gl_renderbuffer *rb = NULL;
rb = (struct gl_renderbuffer*) irb;
if (rb) {
+ depth = MAX2(rb->Depth, 1);
if (rb->TexImage)
gl_target = rb->TexImage->TexObject->Target;
}
* equivalent.
*/
surftype = BRW_SURFACE_2D;
+ depth *= 6;
break;
default:
surftype = translate_tex_target(gl_target);