On Mon, 17 Oct 2011 07:40:28 -0700, Chad Versace <c...@chad-versace.us> wrote: > Replace it with intel_renderbuffer::region::hiz::region. > > Signed-off-by: Chad Versace <c...@chad-versace.us> > --- > src/mesa/drivers/dri/i965/brw_misc_state.c | 27 +++++++++-------- > src/mesa/drivers/dri/intel/intel_context.c | 10 ++++-- > src/mesa/drivers/dri/intel/intel_fbo.c | 36 +++++------------------ > src/mesa/drivers/dri/intel/intel_fbo.h | 3 -- > src/mesa/drivers/dri/intel/intel_mipmap_tree.c | 1 - > src/mesa/drivers/dri/intel/intel_mipmap_tree.h | 14 --------- > 6 files changed, 29 insertions(+), 62 deletions(-) > > diff --git a/src/mesa/drivers/dri/i965/brw_misc_state.c > b/src/mesa/drivers/dri/i965/brw_misc_state.c > index 2e6780b..6b521e0 100644 > --- a/src/mesa/drivers/dri/i965/brw_misc_state.c > +++ b/src/mesa/drivers/dri/i965/brw_misc_state.c
> @@ -583,21 +574,10 @@ intel_update_tex_wrapper_regions(struct intel_context > *intel, > > /* Allocate the texture's hiz region if necessary. */ > if (intel->vtbl.is_hiz_depth_format(intel, rb->Format) > - && !intel_image->mt->hiz_region) { > - intel_image->mt->hiz_region = > - intel_region_alloc(intel->intelScreen, > - I915_TILING_Y, > - _mesa_get_format_bytes(rb->Format), > - rb->Width, > - rb->Height, > - GL_TRUE); > - if (!intel_image->mt->hiz_region) > - return GL_FALSE; > - } > - > - /* Point the renderbuffer's hiz region to the texture's hiz region. */ > - if (irb->hiz_region != intel_image->mt->hiz_region) { > - intel_region_reference(&irb->hiz_region, intel_image->mt->hiz_region); > + && irb->region->hiz.region == NULL) { > + bool ok = intel_renderbuffer_alloc_hiz(intel, irb); > + if (!ok) > + return false; > } I think you're aware of this already, but just in case: The hiz region allocated here using the new rb_alloc_hiz looks like it will be based on the size of the whole texture miptree (since it looks up the region's size, not rb w/h), while all that should be needed is the maximum size of any texture image. I think we could just use Width/Height, if we resolved at FinishRenderTexture time and freed the renderbuffer's hiz region (which I think would be reasonable for now, and should make mipmapped depth hiz pretty straightforward).
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