diff --git a/src/mesa/drivers/dri/i965/gen6_blorp.cpp b/src/mesa/drivers/dri/i965/gen6_blorp.cpp index 1cab8b71ff0..f75624cb0c3 100644 --- a/src/mesa/drivers/dri/i965/gen6_blorp.cpp +++ b/src/mesa/drivers/dri/i965/gen6_blorp.cpp @@ -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, diff --git a/src/mesa/drivers/dri/i965/gen6_depth_state.c b/src/mesa/drivers/dri/i965/gen6_depth_state.c index 5c600b72807..90b718c9452 100644 --- a/src/mesa/drivers/dri/i965/gen6_depth_state.c +++ b/src/mesa/drivers/dri/i965/gen6_depth_state.c @@ -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) |