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

Reply via email to