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anv: don't require render target isl bit for depth/stencil surfaces
Blorp can deal with depth/stencil surfaces blits/copies without the render target requirement. Also having both render target and depth/stencil requirement is incompatible from isl's point of view. This fixes an image creation issue in the high level quality settings of the Unity3D player, which requires a depth texture with src/dst transfer & 4x multisampling. v2: Simply aspect checking condition (Jason) Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Cc: 13.0 17.0 <mesa-stable@lists.freedesktop.org>
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1 changed files with 5 additions and 2 deletions
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@ -75,8 +75,11 @@ choose_isl_surf_usage(VkImageUsageFlags vk_usage,
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isl_usage |= ISL_SURF_USAGE_TEXTURE_BIT;
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}
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if (vk_usage & VK_IMAGE_USAGE_TRANSFER_DST_BIT) {
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/* blorp implements transfers by rendering into the destination image. */
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if (vk_usage & VK_IMAGE_USAGE_TRANSFER_DST_BIT &&
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aspect == VK_IMAGE_ASPECT_COLOR_BIT) {
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/* blorp implements transfers by rendering into the destination image.
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* Only request this with color images, as we deal with depth/stencil
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* formats differently. */
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isl_usage |= ISL_SURF_USAGE_RENDER_TARGET_BIT;
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}
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