[Mesa-dev] [PATCH 2/2] anv: don't require render target isl bit for depth/stencil surfaces
Jason Ekstrand
jason at jlekstrand.net
Fri Jan 20 17:07:07 UTC 2017
On Fri, Jan 20, 2017 at 8:45 AM, Lionel Landwerlin <
lionel.g.landwerlin at intel.com> wrote:
> 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) {
>
How about just "aspect == VK_IMAGE_ASPECT_COLOR_BIT"? That would be
simpler. Also, this should get CC'd to stable.
> + /* 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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>
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