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authorChad Versace <[email protected]>2011-11-15 22:51:35 -0800
committerChad Versace <[email protected]>2011-11-22 10:50:51 -0800
commit293e9a7ccfeb64efd54464658518e4ded054a13c (patch)
tree43920075ce8bff443d73ba9ff50628822cb3d776 /src
parentb264698d30d3c789bbe1fc64fd72c731f342877a (diff)
intel: Enable HiZ for texture renderbuffers
When a depth texture is first attached to framebuffer, allocate a HiZ miptree for it. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/drivers/dri/intel/intel_fbo.c7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_fbo.c b/src/mesa/drivers/dri/intel/intel_fbo.c
index 4930999cdb2..c96430d41bd 100644
--- a/src/mesa/drivers/dri/intel/intel_fbo.c
+++ b/src/mesa/drivers/dri/intel/intel_fbo.c
@@ -1047,6 +1047,13 @@ intel_renderbuffer_update_wrapper(struct intel_context *intel,
} else {
intel_miptree_reference(&irb->mt, mt);
intel_renderbuffer_set_draw_offset(irb);
+
+ if (mt->hiz_mt == NULL &&
+ intel->vtbl.is_hiz_depth_format(intel, rb->Format)) {
+ intel_miptree_alloc_hiz(intel, mt);
+ if (!mt->hiz_mt)
+ return false;
+ }
}
return true;