This fixes a pretty big performance regression caused by commit
3475e88442c16fb2b50b903fe246b3ebe49da226.
When the user does not request a stencil buffer it's important that we
don't use a depth/stencil format (or at least make it our last choice).
If the user calls glClear(GL_DEPTH_BUFFER_BIT) when we have a combined
depth/stencil buffer, that causes us to hit the clear_with_quad() path
which can be much, much slower than calling pipe_context::clear().
Also, try to use a shallower depth format before a deeper one.
return 0;
}
+
/**
- * Choose a depth/stencil format that is "better" than the given depth and
+ * Choose a depth/stencil format that satisfies the given depth and
* stencil sizes.
*/
static enum pipe_format
int count, i;
count = 0;
+
+ if (depth <= 16 && stencil == 0) {
+ formats[count++] = PIPE_FORMAT_Z16_UNORM;
+ }
+ if (depth <= 24 && stencil == 0) {
+ formats[count++] = PIPE_FORMAT_X8Z24_UNORM;
+ formats[count++] = PIPE_FORMAT_Z24X8_UNORM;
+ }
if (depth <= 24 && stencil <= 8) {
formats[count++] = PIPE_FORMAT_S8Z24_UNORM;
formats[count++] = PIPE_FORMAT_Z24S8_UNORM;
}
-
- if (!stencil) {
- if (depth <= 16)
- formats[count++] = PIPE_FORMAT_Z16_UNORM;
- if (depth <= 32)
- formats[count++] = PIPE_FORMAT_Z32_UNORM;
+ if (depth <= 32 && stencil == 0) {
+ formats[count++] = PIPE_FORMAT_Z32_UNORM;
}
fmt = PIPE_FORMAT_NONE;