On 19/01/2015 11:59, Roland Scheidegger wrote :
I always thought you can't resolve z because such an operation just
makes no sense at all. What the hell does it even mean and how do you do
it? Color resolve you just interpolate between the value to get rid of
the aliased edges. But in the depth buffer, these values represent the
depth information for different objects, an "averaged depth value"
doesn't really make any sense. Or do you blit not by interpolating but
taking the most common value per pixel or something?
bind_sampler_view flag with depth textures OTOH is definitely something
which can be done and should already work with the existing
infrastructure, if drivers don't advertize it correctly that's their fault.
Roland
When a multisampled depth buffer is resolved to a single sample depth
buffer,
only the first sample is copied.
Perhaps is makes sense to add the cap just to say this behaviour is what
happens with a pipe_blit,
since it is different than the ability to read the texture in a shader,
like the is_format_supported would indicate.
Axel Davy
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