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 <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
Jordan Justen 2013-07-09 14:56:38 -07:00
parent 0e6be2e67b
commit 171e633294
2 changed files with 47 additions and 0 deletions

View File

@ -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 */
{

View File

@ -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));