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authorJordan Justen <[email protected]>2013-07-29 13:58:03 -0700
committerJordan Justen <[email protected]>2013-08-04 11:52:38 -0700
commit7b36137642f8946bbc85b45124fefda38ca5332e (patch)
tree18a90ab860f6e4e22866be5e017b99f135dd8b24
parentd44be9ed2fc72a0c0047286762a9740c41e02ef3 (diff)
i965 clear/draw: set renderbuffer attachment as needing depth resolve
Previously we would mark a renderbuffer as needing a depth resolve. But, to support layered rendering, we need to look at the attachment instead, since the attachment knows if layered rendering is being used. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Chad Versace <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/brw_clear.c3
-rw-r--r--src/mesa/drivers/dri/i965/brw_draw.c3
2 files changed, 4 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_clear.c b/src/mesa/drivers/dri/i965/brw_clear.c
index cb1c08461bb..a727e6ec41c 100644
--- a/src/mesa/drivers/dri/i965/brw_clear.c
+++ b/src/mesa/drivers/dri/i965/brw_clear.c
@@ -109,6 +109,7 @@ brw_fast_clear_depth(struct gl_context *ctx)
struct intel_renderbuffer *depth_irb =
intel_get_renderbuffer(fb, BUFFER_DEPTH);
struct intel_mipmap_tree *mt = depth_irb->mt;
+ struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
if (brw->gen < 6)
return false;
@@ -196,7 +197,7 @@ brw_fast_clear_depth(struct gl_context *ctx)
/* Now, the HiZ buffer contains data that needs to be resolved to the depth
* buffer.
*/
- intel_renderbuffer_set_needs_depth_resolve(depth_irb);
+ intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
return true;
}
diff --git a/src/mesa/drivers/dri/i965/brw_draw.c b/src/mesa/drivers/dri/i965/brw_draw.c
index 85378315525..6170d0728e1 100644
--- a/src/mesa/drivers/dri/i965/brw_draw.c
+++ b/src/mesa/drivers/dri/i965/brw_draw.c
@@ -339,6 +339,7 @@ static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
struct intel_renderbuffer *front_irb = NULL;
struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
if (brw->is_front_buffer_rendering)
front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
@@ -348,7 +349,7 @@ static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
if (back_irb)
intel_renderbuffer_set_needs_downsample(back_irb);
if (depth_irb && ctx->Depth.Mask)
- intel_renderbuffer_set_needs_depth_resolve(depth_irb);
+ intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
}
/* May fail if out of video memory for texture or vbo upload, or on