From: Jordan Justen Date: Tue, 9 Jul 2013 21:56:38 +0000 (-0700) Subject: gen7 depth surface: calculate more specific surface type X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=171e633294baa29a2dfcf889764b6c7409cdc1ff;p=mesa.git gen7 depth surface: calculate more specific surface type This will be used in 3DSTATE_DEPTH_BUFFER in a later patch. Note: Cube maps are treated as 2D arrays with 6 times as many array elements as the cube map array would have. Signed-off-by: Jordan Justen Reviewed-by: Paul Berry --- diff --git a/src/mesa/drivers/dri/i965/gen7_blorp.cpp b/src/mesa/drivers/dri/i965/gen7_blorp.cpp index 71a5a308e77..b94e9d10db9 100644 --- a/src/mesa/drivers/dri/i965/gen7_blorp.cpp +++ b/src/mesa/drivers/dri/i965/gen7_blorp.cpp @@ -663,12 +663,28 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw, uint32_t draw_y = params->depth.y_offset; uint32_t tile_mask_x, tile_mask_y; uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0; + uint32_t surftype; + GLenum gl_target = params->depth.mt->target; brw_get_depthstencil_tile_masks(params->depth.mt, params->depth.level, params->depth.layer, NULL, &tile_mask_x, &tile_mask_y); + switch (gl_target) { + case GL_TEXTURE_CUBE_MAP_ARRAY: + case GL_TEXTURE_CUBE_MAP: + /* The PRM claims that we should use BRW_SURFACE_CUBE for this + * situation, but experiments show that gl_Layer doesn't work when we do + * this. So we use BRW_SURFACE_2D, since for rendering purposes this is + * equivalent. + */ + surftype = BRW_SURFACE_2D; + break; + default: + surftype = translate_tex_target(gl_target); + break; + } /* 3DSTATE_DEPTH_BUFFER */ { diff --git a/src/mesa/drivers/dri/i965/gen7_misc_state.c b/src/mesa/drivers/dri/i965/gen7_misc_state.c index 7d63b2e778b..e460ccca513 100644 --- a/src/mesa/drivers/dri/i965/gen7_misc_state.c +++ b/src/mesa/drivers/dri/i965/gen7_misc_state.c @@ -21,6 +21,7 @@ * IN THE SOFTWARE. */ +#include "main/mtypes.h" #include "intel_batchbuffer.h" #include "intel_mipmap_tree.h" #include "intel_regions.h" @@ -41,9 +42,39 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw, { struct gl_context *ctx = &brw->ctx; uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0; + struct gl_framebuffer *fb = ctx->DrawBuffer; + uint32_t surftype; + GLenum gl_target = GL_TEXTURE_2D; + const struct intel_renderbuffer *irb = NULL; + const struct gl_renderbuffer *rb = NULL; intel_emit_depth_stall_flushes(brw); + irb = intel_get_renderbuffer(fb, BUFFER_DEPTH); + if (!irb) + irb = intel_get_renderbuffer(fb, BUFFER_STENCIL); + rb = (struct gl_renderbuffer*) irb; + + if (rb) { + if (rb->TexImage) + gl_target = rb->TexImage->TexObject->Target; + } + + switch (gl_target) { + case GL_TEXTURE_CUBE_MAP_ARRAY: + case GL_TEXTURE_CUBE_MAP: + /* The PRM claims that we should use BRW_SURFACE_CUBE for this + * situation, but experiments show that gl_Layer doesn't work when we do + * this. So we use BRW_SURFACE_2D, since for rendering purposes this is + * equivalent. + */ + surftype = BRW_SURFACE_2D; + break; + default: + surftype = translate_tex_target(gl_target); + break; + } + /* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */ BEGIN_BATCH(7); OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));