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-rw-r--r--src/mesa/drivers/dri/i965/gen7_blorp.cpp16
-rw-r--r--src/mesa/drivers/dri/i965/gen7_misc_state.c31
2 files changed, 47 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/gen7_blorp.cpp b/src/mesa/drivers/dri/i965/gen7_blorp.cpp
index 71a5a308e77..b94e9d10db9 100644
--- a/src/mesa/drivers/dri/i965/gen7_blorp.cpp
+++ b/src/mesa/drivers/dri/i965/gen7_blorp.cpp
@@ -663,12 +663,28 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
uint32_t draw_y = params->depth.y_offset;
uint32_t tile_mask_x, tile_mask_y;
uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
+ uint32_t surftype;
+ GLenum gl_target = params->depth.mt->target;
brw_get_depthstencil_tile_masks(params->depth.mt,
params->depth.level,
params->depth.layer,
NULL,
&tile_mask_x, &tile_mask_y);
+ switch (gl_target) {
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_CUBE_MAP:
+ /* The PRM claims that we should use BRW_SURFACE_CUBE for this
+ * situation, but experiments show that gl_Layer doesn't work when we do
+ * this. So we use BRW_SURFACE_2D, since for rendering purposes this is
+ * equivalent.
+ */
+ surftype = BRW_SURFACE_2D;
+ break;
+ default:
+ surftype = translate_tex_target(gl_target);
+ break;
+ }
/* 3DSTATE_DEPTH_BUFFER */
{
diff --git a/src/mesa/drivers/dri/i965/gen7_misc_state.c b/src/mesa/drivers/dri/i965/gen7_misc_state.c
index 7d63b2e778b..e460ccca513 100644
--- a/src/mesa/drivers/dri/i965/gen7_misc_state.c
+++ b/src/mesa/drivers/dri/i965/gen7_misc_state.c
@@ -21,6 +21,7 @@
* IN THE SOFTWARE.
*/
+#include "main/mtypes.h"
#include "intel_batchbuffer.h"
#include "intel_mipmap_tree.h"
#include "intel_regions.h"
@@ -41,9 +42,39 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
{
struct gl_context *ctx = &brw->ctx;
uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ uint32_t surftype;
+ GLenum gl_target = GL_TEXTURE_2D;
+ const struct intel_renderbuffer *irb = NULL;
+ const struct gl_renderbuffer *rb = NULL;
intel_emit_depth_stall_flushes(brw);
+ irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ if (!irb)
+ irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
+ rb = (struct gl_renderbuffer*) irb;
+
+ if (rb) {
+ if (rb->TexImage)
+ gl_target = rb->TexImage->TexObject->Target;
+ }
+
+ switch (gl_target) {
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_CUBE_MAP:
+ /* The PRM claims that we should use BRW_SURFACE_CUBE for this
+ * situation, but experiments show that gl_Layer doesn't work when we do
+ * this. So we use BRW_SURFACE_2D, since for rendering purposes this is
+ * equivalent.
+ */
+ surftype = BRW_SURFACE_2D;
+ break;
+ default:
+ surftype = translate_tex_target(gl_target);
+ break;
+ }
+
/* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */
BEGIN_BATCH(7);
OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));