isl: Set 3DSTATE_DEPTH_BUFFER::Depth correctly for 3D surfaces

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3717>
This commit is contained in:
Jason Ekstrand
2020-02-05 09:03:30 -06:00
committed by Marge Bot
parent 07f1ef5656
commit 9f5f4269a6

View File

@@ -71,11 +71,15 @@ isl_genX(emit_depth_stencil_hiz_s)(const struct isl_device *dev, void *batch,
db.SurfaceFormat = isl_surf_get_depth_format(dev, info->depth_surf);
db.Width = info->depth_surf->logical_level0_px.width - 1;
db.Height = info->depth_surf->logical_level0_px.height - 1;
if (db.SurfaceType == SURFTYPE_3D)
db.Depth = info->depth_surf->logical_level0_px.depth - 1;
} else if (info->stencil_surf) {
db.SurfaceType = isl_to_gen_ds_surftype[info->stencil_surf->dim];
db.SurfaceFormat = D32_FLOAT;
db.Width = info->stencil_surf->logical_level0_px.width - 1;
db.Height = info->stencil_surf->logical_level0_px.height - 1;
if (db.SurfaceType == SURFTYPE_3D)
db.Depth = info->stencil_surf->logical_level0_px.depth - 1;
} else {
db.SurfaceType = SURFTYPE_NULL;
db.SurfaceFormat = D32_FLOAT;
@@ -83,9 +87,23 @@ isl_genX(emit_depth_stencil_hiz_s)(const struct isl_device *dev, void *batch,
if (info->depth_surf || info->stencil_surf) {
/* These are based entirely on the view */
db.Depth = db.RenderTargetViewExtent = info->view->array_len - 1;
db.RenderTargetViewExtent = info->view->array_len - 1;
db.LOD = info->view->base_level;
db.MinimumArrayElement = info->view->base_array_layer;
/* From the Haswell PRM docs for 3DSTATE_DEPTH_BUFFER::Depth
*
* "This field specifies the total number of levels for a volume
* texture or the number of array elements allowed to be accessed
* starting at the Minimum Array Element for arrayed surfaces. If the
* volume texture is MIP-mapped, this field specifies the depth of
* the base MIP level."
*
* For 3D surfaces, we set it to the correct depth above. For non-3D
* surfaces, this is the same as RenderTargetViewExtent.
*/
if (db.SurfaceType != SURFTYPE_3D)
db.Depth = db.RenderTargetViewExtent;
}
if (info->depth_surf) {