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authorIago Toral Quiroga <[email protected]>2017-02-22 11:33:13 +0100
committerIago Toral Quiroga <[email protected]>2017-03-02 09:04:03 +0100
commit7ad692d8e2bf619f5855552e3d56aafa9f5f21af (patch)
tree84da15250bf469f990861b7b07297a479e9ad824 /src/mesa
parent64bf78270df485fb1ccdf45bd5240fd06f21acac (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')
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