Evergreen and later chips support S8, but there are limitations: if
you want to bind a separate depth buffer to it, it must have the same
tiling parameters except for the tile split (that's the only one that
can be different) and HTILE must be disabled. Not really worth
implementing.
S8 without a
On Sun, Apr 5, 2015 at 11:00 PM, Dave Airlie wrote:
> On 5 April 2015 at 21:42, Marek Olšák wrote:
>> From: Marek Olšák
>>
>> 1) Try selecting X24S8 and S8X24 first.
>> 2) Make sure depth-stencil formats are always renderable.
>
> Does any hw support S8 for rendering at all do you know? (anyone
On 5 April 2015 at 21:42, Marek Olšák wrote:
> From: Marek Olšák
>
> 1) Try selecting X24S8 and S8X24 first.
> 2) Make sure depth-stencil formats are always renderable.
Does any hw support S8 for rendering at all do you know? (anyone else)
I'd assume you'd want to use S8 if you had texture and
From: Marek Olšák
1) Try selecting X24S8 and S8X24 first.
2) Make sure depth-stencil formats are always renderable.
r600g and radeonsi don't support S8 for rendering. Actually, they don't even
support X24S8 and S8X24, but we can fix that later.
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src/mesa/state_tracker/st_format.c | 25 ++