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authorLionel Landwerlin <[email protected]>2017-01-19 16:20:00 +0000
committerLionel Landwerlin <[email protected]>2017-01-20 21:39:51 +0000
commit74c23bde5b8155a84233265c56bedac8f38de14e (patch)
treea96e269cf72da0bf427753cf37488539d3893c91 /src/intel/vulkan/anv_image.c
parent8a28e764d0e28d0d4dfa3b81b89fa3baf30e94f2 (diff)
anv: don't require render target isl bit for depth/stencil surfaces
Blorp can deal with depth/stencil surfaces blits/copies without the render target requirement. Also having both render target and depth/stencil requirement is incompatible from isl's point of view. This fixes an image creation issue in the high level quality settings of the Unity3D player, which requires a depth texture with src/dst transfer & 4x multisampling. v2: Simply aspect checking condition (Jason) Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Cc: 13.0 17.0 <[email protected]>
Diffstat (limited to 'src/intel/vulkan/anv_image.c')
-rw-r--r--src/intel/vulkan/anv_image.c7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/intel/vulkan/anv_image.c b/src/intel/vulkan/anv_image.c
index 9e5cebe1889..12cca67a985 100644
--- a/src/intel/vulkan/anv_image.c
+++ b/src/intel/vulkan/anv_image.c
@@ -75,8 +75,11 @@ choose_isl_surf_usage(VkImageUsageFlags vk_usage,
isl_usage |= ISL_SURF_USAGE_TEXTURE_BIT;
}
- if (vk_usage & VK_IMAGE_USAGE_TRANSFER_DST_BIT) {
- /* blorp implements transfers by rendering into the destination image. */
+ if (vk_usage & VK_IMAGE_USAGE_TRANSFER_DST_BIT &&
+ aspect == VK_IMAGE_ASPECT_COLOR_BIT) {
+ /* blorp implements transfers by rendering into the destination image.
+ * Only request this with color images, as we deal with depth/stencil
+ * formats differently. */
isl_usage |= ISL_SURF_USAGE_RENDER_TARGET_BIT;
}