diff options
author | Jordan Justen <[email protected]> | 2013-07-29 13:58:03 -0700 |
---|---|---|
committer | Jordan Justen <[email protected]> | 2013-08-04 11:52:38 -0700 |
commit | 7b36137642f8946bbc85b45124fefda38ca5332e (patch) | |
tree | 18a90ab860f6e4e22866be5e017b99f135dd8b24 | |
parent | d44be9ed2fc72a0c0047286762a9740c41e02ef3 (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.c | 3 | ||||
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_draw.c | 3 |
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 |