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gen7 depth surface: calculate depth (array size) for depth surface
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: Paul Berry <stereotype441@gmail.com>
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2 changed files with 5 additions and 0 deletions
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@ -664,6 +664,7 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
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uint32_t tile_mask_x, tile_mask_y;
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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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GLenum gl_target = params->depth.mt->target;
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brw_get_depthstencil_tile_masks(params->depth.mt,
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@ -680,6 +681,7 @@ gen7_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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@ -44,6 +44,7 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
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uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
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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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@ -56,6 +57,7 @@ gen7_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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@ -69,6 +71,7 @@ gen7_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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