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authorChad Versace <[email protected]>2011-11-15 22:17:34 -0800
committerChad Versace <[email protected]>2011-11-22 10:50:41 -0800
commit3eb12dfaeed03f77e31943eea164acb03e86bbc9 (patch)
tree4d7e8cca308d0060df6d73b0906ef846f0439507 /src/mesa/drivers/dri/intel/intel_context.c
parentc80b31fdee1fa96b8d45ad2537ecdb5b9151973e (diff)
intel: Replace intel_texture_image::stencil_irb with intel_mipmap_tree::stencil_mt [v3]
For depthstencil textures using separate stencil, we embedded a stencil buffer in intel_texture_image. The intention was that the embedded stencil buffer would be the golden copy of the texture's stencil bits. When necessary, we scattered/gathered the stencil bits between the texture miptree and the embedded stencil buffer. This approach had a serious deficiency for mipmapped or multi-layer textures. Any given moment the embedded stencil buffer was consistent with exactly one miptree slice, the most recent one to be scattered. This permitted tests of type A to pass, but broke tests of type B. Test A: 1. Create a depthstencil texture. 2. Upload data into (level=x1,layer=y1). 3. Read and test stencil data at (level=x1, layer=y1). 4. Upload data into (level=x2,layer=y2). 5. Read and test stencil data at (level=x2, layer=y2). Test B: 1. Create a depthstencil texture. 2. Upload data into (level=x1,layer=y1). 3. Upload data into (level=x2,layer=y2). 4. Read and test stencil data at (level=x1, layer=y1). 5. Read and test stencil data at (level=x2, layer=y2). v2: Only allocate stencil miptree if intel->must_use_separate_stencil, because we don't make the conversion from must_use_separate_stencil to has_separate_stencil until commit intel: Use separate stencil whenever possible v3: Don't call ChooseNewTexture in intel_renderbuffer_wrap_miptree() in order to determine the renderbuffer format. Instead, pass the format as a param to that function. CC: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/intel/intel_context.c')
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