| Commit message (Collapse) | Author | Age | Files | Lines |
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This hunk was missing in the last commit.
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Set lod/layer related fields of 3DSTATE_DEPTH_BUFFER. Since we always point
to a single level/layer, those fields are always zero and this commit
effectively makes no change.
While at it, make it easier to disable manual slice offset calculation.
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The view extent was set to be the same as the depth while it should be set to
the number of layers. It makes a difference for 3D textures.
Also use this as a chance to clean up the code.
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Whether HiZ is enalbed or not, separate stencil is supported and enforced on
GEN7+. Now that we support separate stencil resources, we know how to emit
3DSTATE_STENCIL_BUFFER.
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For allocations, we need to support stencil-only and separate stencil
resources. For mapping, we need to support software tiling and
packing/unpacking for separate stencil resources.
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Always return a tile-aligned offset. Also fix for W tiling.
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Use ilo_buffer for buffer resources and ilo_texture for texture resources. A
major cleanup is necessitated by the separation.
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In preparation for the introduction of ilo_buffer.
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As we do not advertise MSAA support, this change should not make any
difference yet.
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There is no reason to waste the memory when the HW can support compact array
spacing (ARYSPC_LOD0).
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It seems a bit weird to have device limits in a context.
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We need only dev->gen and dev->gt, but it makes sense to expose other
information to the pipeline.
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GEN6 GPE (Graphics Processing Engine) is a low-level interface to emit 3D
commands and states.
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