i965/gen6 depth surface: calculate depth (array size) for depth surface
(bc1acaa
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:
parent
48acf19d23
commit
51b38106d7
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@ -781,6 +781,7 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
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uint32_t draw_y = params->depth.y_offset;
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uint32_t tile_mask_x, tile_mask_y;
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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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switch (gl_target) {
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@ -792,6 +793,7 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
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* equivalent.
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*/
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surftype = BRW_SURFACE_2D;
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depth *= 6;
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break;
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default:
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surftype = translate_tex_target(gl_target);
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@ -47,6 +47,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
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struct gl_context *ctx = &brw->ctx;
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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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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const struct intel_renderbuffer *irb = NULL;
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const struct gl_renderbuffer *rb = NULL;
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@ -75,6 +76,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
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rb = (struct gl_renderbuffer*) irb;
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if (rb) {
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depth = MAX2(rb->Depth, 1);
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if (rb->TexImage)
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gl_target = rb->TexImage->TexObject->Target;
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}
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@ -88,6 +90,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
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* equivalent.
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*/
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surftype = BRW_SURFACE_2D;
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depth *= 6;
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break;
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default:
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surftype = translate_tex_target(gl_target);
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