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author | Icenowy Zheng <[email protected]> | 2020-02-07 00:53:46 +0800 |
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committer | Marge Bot <[email protected]> | 2020-03-18 08:36:17 +0000 |
commit | 9205762caece0c4b9ecea3d56f72c6980935633a (patch) | |
tree | 24781439690e97cf0c07e6547efe74a996d48c80 /README.rst | |
parent | dbceabed72977ffd49d84f926c59ff97554f349d (diff) |
lima: implement zsbuf reload
Fragment shader can write depth and stencil if we set necessary flags
in RSW. In addition to that we need to use special format for Z24S8.
Original format is apparently Z24X8 since we can't sample stencil in GLES2.
This new format also seems to use several components for storing depth
since we saw r != g != b when sampling with this format.
[vasily: - initialize clear->depth to 0xffffff if we reload depth, just
like blob does. Reloading doesn't work otherwise
- use single bitmap for reload type]
Reviewed-by: Vasily Khoruzhick <[email protected]>
Reviewed-by: Andreas Baierl <[email protected]>
Signed-off-by: Icenowy Zheng <[email protected]>
Signed-off-by: Vasily Khoruzhick <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4197>
Diffstat (limited to 'README.rst')
0 files changed, 0 insertions, 0 deletions