intel: Update comment about how depth/stencil miptrees are handled.
This evolved over several commits, and I also wanted to document some new information about how we handle formats. Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
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@ -139,6 +139,19 @@ struct intel_mipmap_tree
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/* Effectively the key:
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/* Effectively the key:
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*/
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*/
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GLenum target;
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GLenum target;
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/**
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* Generally, this is just the same as the gl_texture_image->TexFormat or
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* gl_renderbuffer->Format.
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*
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* However, for textures and renderbuffers with packed depth/stencil formats
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* on hardware where we want or need to use separate stencil, there will be
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* two miptrees for storing the data. If the depthstencil texture or rb is
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* MESA_FORMAT_Z32_FLOAT_X24S8, then mt->format will be
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* MESA_FORMAT_Z32_FLOAT, otherwise for MESA_FORMAT_S8_Z24 objects it will be
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* MESA_FORMAT_S8_Z24 (textures) or MESA_FORMAT_X8_Z24 (renderbuffers).
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* mt->stencil_mt->format will always be MESA_FORMAT_S8.
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*/
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gl_format format;
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gl_format format;
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/**
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/**
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@ -191,13 +204,12 @@ struct intel_mipmap_tree
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/**
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/**
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* \brief Stencil miptree for depthstencil textures.
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* \brief Stencil miptree for depthstencil textures.
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*
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*
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* This miptree is used for depthstencil textures that require separate
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* This miptree is used for depthstencil textures and renderbuffers that
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* stencil. The stencil miptree's data is the golden copy of the
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* require separate stencil. It always has the true copy of the stencil
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* parent miptree's stencil bits. When necessary, we scatter/gather the
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* bits, regardless of mt->format.
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* stencil bits between the parent miptree and the stencil miptree.
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*
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*
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* \see intel_miptree_s8z24_scatter()
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* \see intel_miptree_map_depthstencil()
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* \see intel_miptree_s8z24_gather()
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* \see intel_miptree_unmap_depthstencil()
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*/
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*/
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struct intel_mipmap_tree *stencil_mt;
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struct intel_mipmap_tree *stencil_mt;
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