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authorKenneth Graunke <[email protected]>2013-11-26 23:15:39 -0800
committerKenneth Graunke <[email protected]>2013-12-20 16:14:35 -0800
commit9f330481c3979724300881891dfa17e99a5698ab (patch)
tree1a795b0cb0ed86fd68acaeacda9bce9fa16e5f87 /src/glx/apple/apple_visual.c
parent1a928816a1b717201f3b3cc998a42731b280e6ba (diff)
i965: Use RED for depth texture formats rather than INTENSITY.
While looking through the documentation, I found this in the Sandybridge PRM (Volume 4, Part 1, Page 140): "Use of sample_c with SURFTYPE_CUBE surfaces is undefined with the following surface formats: I24X8_UNORM, L24X8_UNORM, A24X8_UNORM, I32_FLOAT, L32_FLOAT, A32_FLOAT." I haven't observed this to be true, but it suggests that we may want to use other formats. We already perform DEPTH_TEXTURE_MODE swizzling in the shaders, and don't rely on the surface format to splat things appropriately. So using RED should work just as well as INTENSITY. A few notes about the formats: - R24_UNORM_X8_TYPELESS has the exact same properties as I24X8_UNORM. - R16_UNORM and R32_FLOAT are additionally supported as a render target, while the old I16_UNORM/I32_FLOAT formats are not. - R32_FLOAT_X8X24_TYPELESS is not supported as a render target, while the old format (R32G32_FLOAT) was. However, it shares the same properties as the formats we use for Z24, so it should suffice. This makes translate_tex_format and brw_blorp_surface_info::set a bit more similar. No Piglit changes on Sandybridge or Ivybridge. No oglconform changes on Sandybridge. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
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