From: Marek Olšák <marek.ol...@amd.com> This should lead to better MSAA performance on GFX9. --- src/amd/common/ac_surface.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/src/amd/common/ac_surface.c b/src/amd/common/ac_surface.c index a4df595..5f38205 100644 --- a/src/amd/common/ac_surface.c +++ b/src/amd/common/ac_surface.c @@ -940,21 +940,23 @@ static int gfx9_compute_surface(ADDR_HANDLE addrlib, default: assert(0); } } else { AddrSurfInfoIn.bpp = surf->bpe * 8; } AddrSurfInfoIn.flags.color = !(surf->flags & RADEON_SURF_Z_OR_SBUFFER); AddrSurfInfoIn.flags.depth = (surf->flags & RADEON_SURF_ZBUFFER) != 0; AddrSurfInfoIn.flags.display = (surf->flags & RADEON_SURF_SCANOUT) != 0; - AddrSurfInfoIn.flags.texture = 1; + /* flags.texture currently refers to TC-compatible HTILE */ + AddrSurfInfoIn.flags.texture = AddrSurfInfoIn.flags.color || + surf->flags & RADEON_SURF_TC_COMPATIBLE_HTILE; AddrSurfInfoIn.flags.opt4space = 1; AddrSurfInfoIn.numMipLevels = config->info.levels; AddrSurfInfoIn.numSamples = config->info.samples ? config->info.samples : 1; AddrSurfInfoIn.numFrags = AddrSurfInfoIn.numSamples; /* GFX9 doesn't support 1D depth textures, so allocate all 1D textures * as 2D to avoid having shader variants for 1D vs 2D, so all shaders * must sample 1D textures as 2D. */ if (config->is_3d) -- 2.7.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev