ctx->TextureFormatSupported[MESA_FORMAT_Z_FLOAT32] = true;
ctx->TextureFormatSupported[MESA_FORMAT_Z32_FLOAT_S8X24_UINT] = true;
- /* It appears that Z16 is slower than Z24 (on Intel Ivybridge and newer
- * hardware at least), so there's no real reason to prefer it unless you're
- * under memory (not memory bandwidth) pressure. Our speculation is that
- * this is due to either increased fragment shader execution from
- * GL_LEQUAL/GL_EQUAL depth tests at the reduced precision, or due to
- * increased depth stalls from a cacheline-based heuristic for detecting
- * depth stalls.
+ /* Benchmarking shows that Z16 is slower than Z24, so there's no reason to
+ * use it unless you're under memory (not memory bandwidth) pressure.
+ *
+ * Apparently, the GPU's depth scoreboarding works on a 32-bit granularity,
+ * which corresponds to one pixel in the depth buffer for Z24 or Z32 formats.
+ * However, it corresponds to two pixels with Z16, which means both need to
+ * hit the early depth case in order for it to happen.
+ *
+ * Other speculation is that we may be hitting increased fragment shader
+ * execution from GL_LEQUAL/GL_EQUAL depth tests at reduced precision.
*
* However, desktop GL 3.0+ require that you get exactly 16 bits when
* asking for DEPTH_COMPONENT16, so we have to respect that.