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author | Iago Toral Quiroga <[email protected]> | 2017-02-22 11:33:13 +0100 |
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committer | Iago Toral Quiroga <[email protected]> | 2017-03-02 09:04:03 +0100 |
commit | 7ad692d8e2bf619f5855552e3d56aafa9f5f21af (patch) | |
tree | 84da15250bf469f990861b7b07297a479e9ad824 /src/mesa | |
parent | 64bf78270df485fb1ccdf45bd5240fd06f21acac (diff) |
anv: do not subtract the base layer to compute depth in 3DSTATE_DEPTH_BUFFER
According to the PRM description of the Depth field:
"This field specifies the total number of levels for a volume texture
or the number of array elements allowed to be accessed starting at the
Minimum Array Element for arrayed surfaces"
However, ISL defines array_len as the length of the range
[base_array_layer, base_array_layer + array_len], so it already represents
a value relative to the base array layer like the hardware expects.
v2: Depth is defined as a U11-1 field, so subtract 1 from
the actual value (Jason)
This fixes a number of new CTS tests that would crash otherwise:
dEQP-VK.pipeline.render_to_image.*
Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/mesa')
0 files changed, 0 insertions, 0 deletions