Re: [Mesa-dev] gallium separate depth and stencil

2015-03-18 Thread Ilia Mirkin
OK, makes sense. The other place where separate buffers could be reasonable is, unrelatedly, ARB_texture_stencil8. My plan for that was to just let it be though and just disallow any depth attachments next to that s8 attachment. (The implementation got stymied when I realized that nvidia hw doesn't

Re: [Mesa-dev] gallium separate depth and stencil

2015-03-18 Thread Roland Scheidegger
To provide some background why separate attachments aren't supported in gallium: 1) OpenGL always allowed this, however noone seriously expected this to actually be supported. At least gaming hardware pretty much was limited to d24s8. 2) D3D10 also only has one attachment point for both, so there m

Re: [Mesa-dev] gallium separate depth and stencil

2015-03-18 Thread Marek Olšák
Manual interleaving and deinterleaving in the driver seems to be the easiest solution. You just need 2 blits. You can reuse u_blitter for setting up stuff or you can create your own thing. Adding separate Z+S to Gallium and st/mesa would be quite a lot work, and what you want to support is an inte