[Mesa-dev] [PATCH 2/2] anv: don't require render target isl bit for depth/stencil surfaces
Lionel Landwerlin
lionel.g.landwerlin at intel.com
Fri Jan 20 16:45:38 UTC 2017
Blorp can deal with depth/stencil surfaces blits/copies without the
render target requirement. Also having both render target and
depth/stencil requirement is incompatible from isl's point of view.
This fixes an image creation issue in the high level quality settings
of the Unity3D player, which requires a depth texture with src/dst
transfer & 4x multisampling.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin at intel.com>
---
src/intel/vulkan/anv_image.c | 8 ++++++--
1 file changed, 6 insertions(+), 2 deletions(-)
diff --git a/src/intel/vulkan/anv_image.c b/src/intel/vulkan/anv_image.c
index 9e5cebe188..8f738b2042 100644
--- a/src/intel/vulkan/anv_image.c
+++ b/src/intel/vulkan/anv_image.c
@@ -75,8 +75,12 @@ choose_isl_surf_usage(VkImageUsageFlags vk_usage,
isl_usage |= ISL_SURF_USAGE_TEXTURE_BIT;
}
- if (vk_usage & VK_IMAGE_USAGE_TRANSFER_DST_BIT) {
- /* blorp implements transfers by rendering into the destination image. */
+ if (vk_usage & VK_IMAGE_USAGE_TRANSFER_DST_BIT &&
+ (aspect & (VK_IMAGE_ASPECT_DEPTH_BIT |
+ VK_IMAGE_ASPECT_STENCIL_BIT)) == 0) {
+ /* blorp implements transfers by rendering into the destination image.
+ * Only request this with color images, as we deal with depth/stencil
+ * formats differently. */
isl_usage |= ISL_SURF_USAGE_RENDER_TARGET_BIT;
}
--
2.11.0
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