Current logic calls intel_renderbuffer_set_draw_offset() which in turn tries to calculate x and y offset against layer/level settings that are against the original miptree actually having sufficient levels/layers. This returns correctly x=0 y=0 regardless of the given layer/level only because one calls intel_miptree_get_image_offset() which goes and consults miptree offset table which in turn luckily contains entries for max-mipmap levels, all initialised to zero even in case of non-mipmapped.
This patch stops consulting the table and simply sets the draw offsets to zero that are compatible with the single slice miptree backing the renderbuffer. This prepares for ISL based miptrees that calculate offsets on-demand and do not tolerate levels beyond what the miptree has. Signed-off-by: Topi Pohjolainen <topi.pohjolai...@intel.com> --- src/mesa/drivers/dri/i965/brw_misc_state.c | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/src/mesa/drivers/dri/i965/brw_misc_state.c b/src/mesa/drivers/dri/i965/brw_misc_state.c index f79d89eeef..2a7508cc45 100644 --- a/src/mesa/drivers/dri/i965/brw_misc_state.c +++ b/src/mesa/drivers/dri/i965/brw_misc_state.c @@ -175,9 +175,11 @@ rebase_depth_stencil(struct brw_context *brw, struct intel_renderbuffer *irb, */ intel_renderbuffer_move_to_temp(brw, irb, invalidate); - /* Get the new offset. */ - tile_x = irb->draw_x & tile_mask_x; - tile_y = irb->draw_y & tile_mask_y; + /* There is now only single slice miptree. */ + brw->depthstencil.tile_x = 0; + brw->depthstencil.tile_y = 0; + brw->depthstencil.depth_offset = 0; + return true; } /* While we just tried to get everything aligned, we may have failed to do @@ -199,7 +201,7 @@ rebase_depth_stencil(struct brw_context *brw, struct intel_renderbuffer *irb, irb->draw_x & ~tile_mask_x, irb->draw_y & ~tile_mask_y); - return rebase; + return false; } void -- 2.11.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev