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    <div class="moz-cite-prefix">On 16/09/17 00:06, Jason Ekstrand
      wrote:<br>
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cite="mid:CAOFGe95mhqWqzSWjRBX4=nwhBnZuO_odw4iJfRdwmkyFP=A41Q@mail.gmail.com">
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          <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" moz-do-not-send="true">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>
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            <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>
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    Oh, maybe I dreamed that...<br>
    Isn't there a requirement to put the depth & stencil into the
    same buffer? Or were we just doing that to same some space?<br>
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