On Thu, 17 Nov 2011 19:59:02 -0800, Chad Versace <chad.vers...@linux.intel.com> wrote: > When a depth texture is first attached to framebuffer, allocate a HiZ > miptree for it. > > Signed-off-by: Chad Versace <chad.vers...@linux.intel.com> > --- > src/mesa/drivers/dri/intel/intel_fbo.c | 7 +++++++ > 1 files changed, 7 insertions(+), 0 deletions(-) > > diff --git a/src/mesa/drivers/dri/intel/intel_fbo.c > b/src/mesa/drivers/dri/intel/intel_fbo.c > index 0b6b227..1842925 100644 > --- a/src/mesa/drivers/dri/intel/intel_fbo.c > +++ b/src/mesa/drivers/dri/intel/intel_fbo.c > @@ -1040,6 +1040,13 @@ intel_renderbuffer_update_wrapper(struct intel_context > *intel, > } else { > intel_miptree_reference(&irb->mt, mt); > intel_renderbuffer_set_draw_offset(irb); > + > + if (mt->hiz_mt == NULL && > + intel->vtbl.is_hiz_depth_format(intel, rb->Format)) { > + intel_miptree_alloc_hiz(intel, mt); > + if (!mt->hiz_mt) > + return false; > + }
Aha! Here's the reason you needed that "initialize the hiz resolves" patch in intel_miptree_alloc_hiz. Now that one makes sense to me -- previously, intel_miptree_alloc_hiz was only called on uninitialized storage. We can separate that out later, since it's just optimization.
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