diff options
author | Eric Anholt <[email protected]> | 2011-11-30 08:41:52 -0800 |
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committer | Eric Anholt <[email protected]> | 2011-12-07 13:38:54 -0800 |
commit | 5b27e44652119fd01fe93759e2c82348f4b6d707 (patch) | |
tree | 17786e3c3b38ee9d744d6493e25d77b983c0e72c | |
parent | 96159c37e3e8c966dba7cf7fe70875372dd12293 (diff) |
intel: Update comment about how depth/stencil miptrees are handled.
This evolved over several commits, and I also wanted to document some
new information about how we handle formats.
Reviewed-by: Chad Versace <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/intel/intel_mipmap_tree.h | 24 |
1 files changed, 18 insertions, 6 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_mipmap_tree.h b/src/mesa/drivers/dri/intel/intel_mipmap_tree.h index aa95f7b9e77..24c00ac1071 100644 --- a/src/mesa/drivers/dri/intel/intel_mipmap_tree.h +++ b/src/mesa/drivers/dri/intel/intel_mipmap_tree.h @@ -139,6 +139,19 @@ struct intel_mipmap_tree /* Effectively the key: */ GLenum target; + + /** + * Generally, this is just the same as the gl_texture_image->TexFormat or + * gl_renderbuffer->Format. + * + * However, for textures and renderbuffers with packed depth/stencil formats + * on hardware where we want or need to use separate stencil, there will be + * two miptrees for storing the data. If the depthstencil texture or rb is + * MESA_FORMAT_Z32_FLOAT_X24S8, then mt->format will be + * MESA_FORMAT_Z32_FLOAT, otherwise for MESA_FORMAT_S8_Z24 objects it will be + * MESA_FORMAT_S8_Z24 (textures) or MESA_FORMAT_X8_Z24 (renderbuffers). + * mt->stencil_mt->format will always be MESA_FORMAT_S8. + */ gl_format format; /** @@ -191,13 +204,12 @@ struct intel_mipmap_tree /** * \brief Stencil miptree for depthstencil textures. * - * This miptree is used for depthstencil textures that require separate - * stencil. The stencil miptree's data is the golden copy of the - * parent miptree's stencil bits. When necessary, we scatter/gather the - * stencil bits between the parent miptree and the stencil miptree. + * This miptree is used for depthstencil textures and renderbuffers that + * require separate stencil. It always has the true copy of the stencil + * bits, regardless of mt->format. * - * \see intel_miptree_s8z24_scatter() - * \see intel_miptree_s8z24_gather() + * \see intel_miptree_map_depthstencil() + * \see intel_miptree_unmap_depthstencil() */ struct intel_mipmap_tree *stencil_mt; |