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gen7 depth surface: calculate minimum array element being rendered
In layered rendering this will be 0. Otherwise it will be the selected slice. Signed-off-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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2 changed files with 17 additions and 0 deletions
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@ -665,6 +665,7 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
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uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
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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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unsigned int min_array_element;
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GLenum gl_target = params->depth.mt->target;
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unsigned int lod;
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@ -689,6 +690,12 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
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break;
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}
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min_array_element = params->depth.layer;
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if (params->depth.mt->num_samples > 1) {
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/* Convert physical layer to logical layer. */
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min_array_element /= params->depth.mt->num_samples;
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}
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lod = params->depth.level - params->depth.mt->first_level;
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/* 3DSTATE_DEPTH_BUFFER */
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@ -45,6 +45,7 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
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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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unsigned int min_array_element;
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GLenum gl_target = GL_TEXTURE_2D;
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unsigned int lod;
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const struct intel_renderbuffer *irb = NULL;
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@ -79,6 +80,15 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
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break;
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}
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if (fb->Layered || !irb) {
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min_array_element = 0;
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} else if (irb->mt->num_samples > 1) {
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/* Convert physical layer to logical layer. */
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min_array_element = irb->mt_layer / irb->mt->num_samples;
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} else {
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min_array_element = irb->mt_layer;
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}
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lod = irb ? irb->mt_level - irb->mt->first_level : 0;
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/* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */
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