gen7 depth surface: calculate LOD being rendered to
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch. Signed-off-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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@ -666,6 +666,7 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
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uint32_t surftype;
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unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
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GLenum gl_target = params->depth.mt->target;
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unsigned int lod;
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brw_get_depthstencil_tile_masks(params->depth.mt,
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params->depth.level,
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@ -688,6 +689,8 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
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break;
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}
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lod = params->depth.level - params->depth.mt->first_level;
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/* 3DSTATE_DEPTH_BUFFER */
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{
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uint32_t tile_x = draw_x & tile_mask_x;
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@ -46,6 +46,7 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
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uint32_t surftype;
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unsigned int depth = 1;
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GLenum gl_target = GL_TEXTURE_2D;
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unsigned int lod;
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const struct intel_renderbuffer *irb = NULL;
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const struct gl_renderbuffer *rb = NULL;
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@ -78,6 +79,8 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
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break;
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}
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lod = irb ? irb->mt_level - irb->mt->first_level : 0;
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/* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */
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BEGIN_BATCH(7);
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OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
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