return u;
}
-
-/**
- * Resolve all buffers that will be mapped by intelSpanRenderStart().
- *
- * Resolve the depth buffer of each enabled texture and of the read and draw
- * buffers.
- *
- * (Note: In the future this will also perform MSAA resolves.)
- */
-static void
-intel_span_resolve_buffers(struct intel_context *intel)
-{
- struct gl_context *ctx = &intel->ctx;
- struct intel_texture_object *tex_obj;
-
- /* Resolve depth buffer of each enabled texture. */
- for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
- if (!ctx->Texture.Unit[i]._ReallyEnabled)
- continue;
- tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
- intel_finalize_mipmap_tree(intel, i);
- if (!tex_obj || !tex_obj->mt)
- continue;
- intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
- }
-}
-
/**
* Map the regions needed by intelSpanRenderStart().
*/
intel_flush(ctx);
intel_prepare_render(intel);
- intel_span_resolve_buffers(intel);
intel_flush(ctx);
intel_span_map_buffers(intel);
}
face = intel_image->base.Base.Face;
mt = intel_image->mt;
+ for (int i = 0; i < mt->level[level].depth; i++)
+ intel_miptree_slice_resolve_depth(intel, mt, level, i);
+
if (mt->target == GL_TEXTURE_3D ||
mt->target == GL_TEXTURE_2D_ARRAY ||
mt->target == GL_TEXTURE_1D_ARRAY) {