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-rw-r--r--src/mesa/drivers/dri/intel/intel_span.c28
-rw-r--r--src/mesa/drivers/dri/intel/intel_tex_validate.c3
2 files changed, 3 insertions, 28 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_span.c b/src/mesa/drivers/dri/intel/intel_span.c
index 3dc7f21f0bd..475c01d4758 100644
--- a/src/mesa/drivers/dri/intel/intel_span.c
+++ b/src/mesa/drivers/dri/intel/intel_span.c
@@ -104,33 +104,6 @@ intel_offset_S8(uint32_t stride, uint32_t x, uint32_t y, bool swizzled)
return u;
}
-
-/**
- * Resolve all buffers that will be mapped by intelSpanRenderStart().
- *
- * Resolve the depth buffer of each enabled texture and of the read and draw
- * buffers.
- *
- * (Note: In the future this will also perform MSAA resolves.)
- */
-static void
-intel_span_resolve_buffers(struct intel_context *intel)
-{
- struct gl_context *ctx = &intel->ctx;
- struct intel_texture_object *tex_obj;
-
- /* Resolve depth buffer of each enabled texture. */
- for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
- if (!ctx->Texture.Unit[i]._ReallyEnabled)
- continue;
- tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
- intel_finalize_mipmap_tree(intel, i);
- if (!tex_obj || !tex_obj->mt)
- continue;
- intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
- }
-}
-
/**
* Map the regions needed by intelSpanRenderStart().
*/
@@ -165,7 +138,6 @@ intelSpanRenderStart(struct gl_context * ctx)
intel_flush(ctx);
intel_prepare_render(intel);
- intel_span_resolve_buffers(intel);
intel_flush(ctx);
intel_span_map_buffers(intel);
}
diff --git a/src/mesa/drivers/dri/intel/intel_tex_validate.c b/src/mesa/drivers/dri/intel/intel_tex_validate.c
index 77c93290216..578b4173512 100644
--- a/src/mesa/drivers/dri/intel/intel_tex_validate.c
+++ b/src/mesa/drivers/dri/intel/intel_tex_validate.c
@@ -134,6 +134,9 @@ intel_tex_map_image_for_swrast(struct intel_context *intel,
face = intel_image->base.Base.Face;
mt = intel_image->mt;
+ for (int i = 0; i < mt->level[level].depth; i++)
+ intel_miptree_slice_resolve_depth(intel, mt, level, i);
+
if (mt->target == GL_TEXTURE_3D ||
mt->target == GL_TEXTURE_2D_ARRAY ||
mt->target == GL_TEXTURE_1D_ARRAY) {