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authorJason Ekstrand <[email protected]>2019-12-03 20:25:19 -0600
committerKenneth Graunke <[email protected]>2020-01-04 12:25:54 -0800
commit4a1093005cf96d98fdbc23c031d1b1deac5ce37a (patch)
treec10c5cba5d682fd84bd1b098ac2be2844d27a83a /src
parenta597a64ae2d8ab4db6ddeaf2970c77ee7390abdf (diff)
blorp: Stop whacking Z24 depth to BGRA8
The shader code required to do this is int(sat(x) * UINT24_MAX) which isn't really worth all the effort to avoid. Doing the format conversion, on the other hand, prevents us from sampling with HiZ which is something that we very much want on gen8-9 where we can. Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/intel/blorp/blorp_blit.c11
1 files changed, 0 insertions, 11 deletions
diff --git a/src/intel/blorp/blorp_blit.c b/src/intel/blorp/blorp_blit.c
index 3a2757447c8..b63a6e53e23 100644
--- a/src/intel/blorp/blorp_blit.c
+++ b/src/intel/blorp/blorp_blit.c
@@ -2297,17 +2297,6 @@ blorp_blit(struct blorp_batch *batch,
}
}
- /* ISL_FORMAT_R24_UNORM_X8_TYPELESS it isn't supported as a render target,
- * which requires shader math to render to it. Blitting Z24X8 to Z24X8
- * is fairly common though, so we'd like to avoid it. Since we don't need
- * to blend depth values, we can simply pick a renderable format with the
- * right number of bits-per-pixel, like 8-bit BGRA.
- */
- if (dst_surf->surf->format == ISL_FORMAT_R24_UNORM_X8_TYPELESS &&
- src_surf->surf->format == ISL_FORMAT_R24_UNORM_X8_TYPELESS) {
- src_format = dst_format = ISL_FORMAT_B8G8R8A8_UNORM;
- }
-
brw_blorp_surface_info_init(batch->blorp, &params.src, src_surf, src_level,
src_layer, src_format, false);
brw_blorp_surface_info_init(batch->blorp, &params.dst, dst_surf, dst_level,