[Mesa-dev] [PATCH 6/8] svga: set PIPE_BIND_DEPTH_STENCIL flag for new resources when possible
Brian Paul
brianp at vmware.com
Fri Sep 23 15:48:16 UTC 2016
When we create a depth/stencil texture, also check if we can render to
it and set the PIPE_BIND_DEPTH_STENCIL flag. We were previously doing
this for color textures (PIPE_BIND_RENDER_TARGET).
---
src/gallium/drivers/svga/svga_resource_texture.c | 12 +++++++++++-
1 file changed, 11 insertions(+), 1 deletion(-)
diff --git a/src/gallium/drivers/svga/svga_resource_texture.c b/src/gallium/drivers/svga/svga_resource_texture.c
index ea26c3e..fc5c374 100644
--- a/src/gallium/drivers/svga/svga_resource_texture.c
+++ b/src/gallium/drivers/svga/svga_resource_texture.c
@@ -975,7 +975,7 @@ svga_texture_create(struct pipe_screen *screen,
tex->key.flags |= SVGA3D_SURFACE_BIND_SHADER_RESOURCE;
if (!(bindings & PIPE_BIND_RENDER_TARGET)) {
- /* Also check if the format is renderable */
+ /* Also check if the format is color renderable */
if (screen->is_format_supported(screen, template->format,
template->target,
template->nr_samples,
@@ -983,6 +983,16 @@ svga_texture_create(struct pipe_screen *screen,
bindings |= PIPE_BIND_RENDER_TARGET;
}
}
+
+ if (!(bindings & PIPE_BIND_DEPTH_STENCIL)) {
+ /* Also check if the format is depth/stencil renderable */
+ if (screen->is_format_supported(screen, template->format,
+ template->target,
+ template->nr_samples,
+ PIPE_BIND_DEPTH_STENCIL)) {
+ bindings |= PIPE_BIND_DEPTH_STENCIL;
+ }
+ }
}
if (bindings & PIPE_BIND_DISPLAY_TARGET) {
--
1.9.1
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