r600g: put depth and stencil into one backing buffer
For DRI2 sharing.
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68c54abb2c
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@ -363,7 +363,8 @@ r600_texture_create_object(struct pipe_screen *screen,
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unsigned array_mode,
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unsigned pitch_in_bytes_override,
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unsigned max_buffer_size,
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struct r600_bo *bo)
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struct r600_bo *bo,
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boolean alloc_bo)
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{
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struct r600_resource_texture *rtex;
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struct r600_resource *resource;
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@ -415,7 +416,8 @@ r600_texture_create_object(struct pipe_screen *screen,
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stencil = *base;
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stencil.format = PIPE_FORMAT_S8_USCALED;
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rtex->stencil = r600_texture_create_object(screen, &stencil, array_mode,
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stencil_pitch_override, max_buffer_size, bo);
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stencil_pitch_override,
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max_buffer_size, NULL, FALSE);
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if (!rtex->stencil) {
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FREE(rtex);
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return NULL;
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@ -429,11 +431,8 @@ r600_texture_create_object(struct pipe_screen *screen,
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r600_setup_miptree(screen, rtex, array_mode);
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resource->size = rtex->size;
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/* If bo is not NULL, in which case depth and stencil must share the same buffer,
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* and we initialized separate stencil for Evergreen. place it after depth. */
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if (bo && rtex->stencil) {
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/* If we initialized separate stencil for Evergreen. place it after depth. */
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if (rtex->stencil) {
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unsigned stencil_align, stencil_offset;
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stencil_align = r600_get_base_alignment(screen, rtex->stencil->real_format, array_mode);
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@ -441,9 +440,14 @@ r600_texture_create_object(struct pipe_screen *screen,
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for (unsigned i = 0; i <= rtex->stencil->resource.b.b.b.last_level; i++)
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rtex->stencil->offset[i] += stencil_offset;
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rtex->size = stencil_offset + rtex->stencil->size;
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}
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if (!resource->bo) {
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resource->size = rtex->size;
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/* Now create the backing buffer. */
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if (!resource->bo && alloc_bo) {
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struct pipe_resource *ptex = &rtex->resource.b.b.b;
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unsigned base_align = r600_get_base_alignment(screen, ptex->format, array_mode);
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@ -454,6 +458,9 @@ r600_texture_create_object(struct pipe_screen *screen,
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return NULL;
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}
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}
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if (rtex->stencil)
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rtex->stencil->resource.bo = rtex->resource.bo;
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return rtex;
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}
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@ -487,7 +494,7 @@ struct pipe_resource *r600_texture_create(struct pipe_screen *screen,
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array_mode = V_038000_ARRAY_1D_TILED_THIN1;
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return (struct pipe_resource *)r600_texture_create_object(screen, templ, array_mode,
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0, 0, NULL);
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0, 0, NULL, TRUE);
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}
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static struct pipe_surface *r600_create_surface(struct pipe_context *pipe,
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@ -548,7 +555,7 @@ struct pipe_resource *r600_texture_from_handle(struct pipe_screen *screen,
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}
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return (struct pipe_resource *)r600_texture_create_object(screen, templ, array_mode,
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stride, 0, bo);
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stride, 0, bo, FALSE);
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}
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int r600_texture_depth_flush(struct pipe_context *ctx,
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