(
08ef1dd for gen6)
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
uint32_t surftype;
unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
GLenum gl_target = params->depth.mt->target;
+ unsigned int lod;
switch (gl_target) {
case GL_TEXTURE_CUBE_MAP_ARRAY:
NULL,
&tile_mask_x, &tile_mask_y);
+ lod = params->depth.level - params->depth.mt->first_level;
+
/* 3DSTATE_DEPTH_BUFFER */
{
uint32_t tile_x = draw_x & tile_mask_x;
uint32_t surftype;
unsigned int depth = 1;
GLenum gl_target = GL_TEXTURE_2D;
+ unsigned int lod;
const struct intel_renderbuffer *irb = NULL;
const struct gl_renderbuffer *rb = NULL;
break;
}
+ lod = irb ? irb->mt_level - irb->mt->first_level : 0;
+
BEGIN_BATCH(7);
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
OUT_BATCH((depth_mt ? depth_mt->pitch - 1 : 0) |