i965: Use blorp_copy for doing r8 stencil updates on HSW
authorJason Ekstrand <jason.ekstrand@intel.com>
Mon, 15 May 2017 20:27:16 +0000 (13:27 -0700)
committerJason Ekstrand <jason.ekstrand@intel.com>
Fri, 26 May 2017 14:58:01 +0000 (07:58 -0700)
The blorp_copy entrypoint is designed for doing memcpy like operations
which is what we need to do here while blorp_blit is for handling format
conversion and scaling.  Using blorp_copy is much simpler and prevents
us from getting formats wrong.  While we're here, we get rid of the
layers_per_blit thing since stencil always uses interleaved MSAA.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
src/mesa/drivers/dri/i965/intel_mipmap_tree.c

index db0a397527907ee48a9701220588d052ff9998bb..24d01aa32a9b5a399970a491a2d36c809468ed97 100644 (file)
@@ -2397,25 +2397,14 @@ intel_update_r8stencil(struct brw_context *brw,
 
    for (int level = src->first_level; level <= src->last_level; level++) {
       const unsigned depth = src->level[level].depth;
-      const int layers_per_blit =
-         (dst->msaa_layout == INTEL_MSAA_LAYOUT_UMS ||
-          dst->msaa_layout == INTEL_MSAA_LAYOUT_CMS) ?
-         dst->num_samples : 1;
 
       for (unsigned layer = 0; layer < depth; layer++) {
-         brw_blorp_blit_miptrees(brw,
+         brw_blorp_copy_miptrees(brw,
                                  src, level, layer,
-                                 src->format, SWIZZLE_X,
-                                 dst, level, layers_per_blit * layer,
-                                 MESA_FORMAT_R_UNORM8,
-                                 0, 0,
+                                 dst, level, layer,
+                                 0, 0, 0, 0,
                                  minify(src->logical_width0, level),
-                                 minify(src->logical_height0, level),
-                                 0, 0,
-                                 minify(dst->logical_width0, level),
-                                 minify(dst->logical_height0, level),
-                                 GL_NEAREST, false, false /*mirror x, y*/,
-                                 false, false /* decode/encode srgb */);
+                                 minify(src->logical_height0, level));
       }
    }