<div dir="ltr"><br><div class="gmail_extra"><br><div class="gmail_quote">On Fri, Sep 15, 2017 at 7:11 AM, Lionel Landwerlin <span dir="ltr"><<a href="mailto:lionel.g.landwerlin@intel.com" target="_blank">lionel.g.landwerlin@intel.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">This change introduce the concept of planes for image & views. It<br>
matches the planes available in new formats.<br>
<br>
We also refactor depth & stencil support through the usage of planes<br>
for the sake of uniformity. In the backend (genX_cmd_buffer.c) we have<br>
to take some care though with regard to auxilliary surfaces.<br>
Multiplanar color buffers can have multiple auxilliary surfaces but<br>
depth & stencil share the same HiZ one (only store in the depth<br>
plane).<br></blockquote><div><br></div><div>Not really. HiZ has nothing to do with stencil, it's just for depth compression. I think, in principal, I like splitting things out into a plane array better. I never did like the way we special-cased depth+stencil.<br></div></div></div></div>