Reviewed-by: Bas Nieuwenhuizen <b...@basnieuwenhuizen.nl>
On Fri, Nov 23, 2018 at 5:04 PM Samuel Pitoiset
<samuel.pitoi...@gmail.com> wrote:
>
> Apparently some games allocate depth buffers without rendering
> to them, this will avoid wasting memory if that image usage
> flag is not set.
>
> Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com>
> ---
> src/amd/vulkan/radv_image.c | 3 ++-
> 1 file changed, 2 insertions(+), 1 deletion(-)
>
> diff --git a/src/amd/vulkan/radv_image.c b/src/amd/vulkan/radv_image.c
> index 7492bf48b51..a293834c4c3 100644
> --- a/src/amd/vulkan/radv_image.c
> +++ b/src/amd/vulkan/radv_image.c
> @@ -923,7 +923,8 @@ radv_image_can_enable_fmask(struct radv_image *image)
> static inline bool
> radv_image_can_enable_htile(struct radv_image *image)
> {
> - return image->info.levels == 1 &&
> + return image->usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT &&
> + image->info.levels == 1 &&
> vk_format_is_depth(image->vk_format) &&
> image->info.width * image->info.height >= 8 * 8;
> }
> --
> 2.19.1
>
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