i965/gen6 depth surface: calculate more specific surface type

(171e633 for gen6)

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: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jordan Justen 2013-07-09 14:56:38 -07:00
parent 11663050eb
commit 48acf19d23
2 changed files with 50 additions and 0 deletions

View File

@ -780,6 +780,23 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
uint32_t draw_x = params->depth.x_offset;
uint32_t draw_y = params->depth.y_offset;
uint32_t tile_mask_x, tile_mask_y;
uint32_t surftype;
GLenum gl_target = params->depth.mt->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;
}
brw_get_depthstencil_tile_masks(params->depth.mt,
params->depth.level,

View File

@ -30,6 +30,7 @@
#include "brw_state.h"
#include "brw_defines.h"
#include "main/mtypes.h"
#include "main/fbobject.h"
#include "main/glformats.h"
@ -43,6 +44,13 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
uint32_t width, uint32_t height,
uint32_t tile_x, uint32_t tile_y)
{
struct gl_context *ctx = &brw->ctx;
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;
/* Enable the hiz bit if we're doing separate stencil, because it and the
* separate stencil bit must have the same value. From Section 2.11.5.6.1.1
* 3DSTATE_DEPTH_BUFFER, Bit 1.21 "Separate Stencil Enable":
@ -61,6 +69,31 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
intel_emit_post_sync_nonzero_flush(brw);
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;
}
BEGIN_BATCH(7);
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
OUT_BATCH((depth_mt ? depth_mt->pitch - 1 : 0) |