vk/image: Add qpitch fields to anv_depth_stencil_view
For now, hard-code them to 0.
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@@ -3779,7 +3779,7 @@ anv_cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer,
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.MinimumArrayElement = 0,
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.MinimumArrayElement = 0,
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.DepthBufferObjectControlState = GEN8_MOCS,
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.DepthBufferObjectControlState = GEN8_MOCS,
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.RenderTargetViewExtent = 1 - 1,
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.RenderTargetViewExtent = 1 - 1,
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.SurfaceQPitch = 0);
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.SurfaceQPitch = view->depth_qpitch >> 2);
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/* Disable hierarchial depth buffers. */
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/* Disable hierarchial depth buffers. */
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anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_HIER_DEPTH_BUFFER);
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anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_HIER_DEPTH_BUFFER);
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@@ -3789,7 +3789,7 @@ anv_cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer,
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.StencilBufferObjectControlState = GEN8_MOCS,
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.StencilBufferObjectControlState = GEN8_MOCS,
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.SurfacePitch = view->stencil_stride > 0 ? view->stencil_stride - 1 : 0,
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.SurfacePitch = view->stencil_stride > 0 ? view->stencil_stride - 1 : 0,
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.SurfaceBaseAddress = { view->bo, view->stencil_offset },
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.SurfaceBaseAddress = { view->bo, view->stencil_offset },
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.SurfaceQPitch = 0);
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.SurfaceQPitch = view->stencil_qpitch >> 2);
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/* Clear the clear params. */
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/* Clear the clear params. */
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anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_CLEAR_PARAMS);
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anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_CLEAR_PARAMS);
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@@ -487,9 +487,11 @@ VkResult anv_CreateDepthStencilView(
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view->depth_stride = image->stride;
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view->depth_stride = image->stride;
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view->depth_offset = image->offset;
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view->depth_offset = image->offset;
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view->depth_format = format->depth_format;
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view->depth_format = format->depth_format;
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view->depth_qpitch = 0; /* FINISHME: QPitch */
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view->stencil_stride = image->stencil_stride;
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view->stencil_stride = image->stencil_stride;
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view->stencil_offset = image->offset + image->stencil_offset;
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view->stencil_offset = image->offset + image->stencil_offset;
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view->stencil_qpitch = 0; /* FINISHME: QPitch */
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*pView = (VkDepthStencilView) view;
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*pView = (VkDepthStencilView) view;
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@@ -863,9 +863,11 @@ struct anv_depth_stencil_view {
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uint32_t depth_offset; /**< Offset into bo. */
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uint32_t depth_offset; /**< Offset into bo. */
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uint32_t depth_stride; /**< 3DSTATE_DEPTH_BUFFER.SurfacePitch */
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uint32_t depth_stride; /**< 3DSTATE_DEPTH_BUFFER.SurfacePitch */
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uint32_t depth_format; /**< 3DSTATE_DEPTH_BUFFER.SurfaceFormat */
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uint32_t depth_format; /**< 3DSTATE_DEPTH_BUFFER.SurfaceFormat */
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uint16_t depth_qpitch; /**< 3DSTATE_DEPTH_BUFFER.SurfaceQPitch */
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uint32_t stencil_offset; /**< Offset into bo. */
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uint32_t stencil_offset; /**< Offset into bo. */
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uint32_t stencil_stride; /**< 3DSTATE_STENCIL_BUFFER.SurfacePitch */
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uint32_t stencil_stride; /**< 3DSTATE_STENCIL_BUFFER.SurfacePitch */
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uint16_t stencil_qpitch; /**< 3DSTATE_DEPTH_BUFFER.SurfaceQPitch */
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};
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};
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struct anv_framebuffer {
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struct anv_framebuffer {
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