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authorChris Forbes <[email protected]>2014-11-18 21:49:53 +1300
committerAlejandro Piñeiro <[email protected]>2016-02-10 09:00:05 +0100
commit43d23e879c797fa9b6cbbae15e101f2a3ee64751 (patch)
tree31f2270578d72839df234dc20f3f61a43fe4dc05 /src/mesa/drivers
parent878b2b8964c23d3be72dc28ef1a9758927f53214 (diff)
i965/blorp: Fix hiz ops on MSAA surfaces
Two things were broken here: - The depth/stencil surface dimensions were broken for MSAA. - Sample count was programmed incorrectly. Result was the depth resolve didn't work correctly on MSAA surfaces, and so sampling the surface later produced garbage. Fixes the new piglit test arb_texture_multisample-sample-depth, and various artifacts in 'tesseract' with msaa=4 glineardepth=0. Fixes freedesktop bug #76396. Not observed any piglit regressions on Haswell. v2: Just set brw_hiz_op_params::dst.num_samples rather than adding a helper function (Ken). Signed-off-by: Chris Forbes <[email protected]> v3: moved the alignment needed for hiz+msaa to brw_blorp.cpp, as suggested by Chad Versace (Alejandro Piñeiro on behalf of Chris Forbes) Signed-off-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Ben Widawsky <[email protected]> Tested-by: Jordan Justen <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/dri/i965/brw_blorp.cpp10
1 files changed, 8 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_blorp.cpp b/src/mesa/drivers/dri/i965/brw_blorp.cpp
index 1bc6d15969f..4497eab3bf0 100644
--- a/src/mesa/drivers/dri/i965/brw_blorp.cpp
+++ b/src/mesa/drivers/dri/i965/brw_blorp.cpp
@@ -319,8 +319,14 @@ brw_hiz_op_params::brw_hiz_op_params(struct intel_mipmap_tree *mt,
* not 8. But commit 1f112cc increased the alignment from 4 to 8, which
* prevents the clobbering.
*/
- depth.width = ALIGN(depth.width, 8);
- depth.height = ALIGN(depth.height, 4);
+ dst.num_samples = mt->num_samples;
+ if (dst.num_samples > 1) {
+ depth.width = ALIGN(mt->logical_width0, 8);
+ depth.height = ALIGN(mt->logical_height0, 4);
+ } else {
+ depth.width = ALIGN(depth.width, 8);
+ depth.height = ALIGN(depth.height, 4);
+ }
x1 = depth.width;
y1 = depth.height;