From: Marek Olšák <[email protected]>
This should lead to better MSAA performance on GFX9.
---
src/amd/common/ac_surface.c | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/src/amd/common/ac_surface.c b/src/amd/common/ac_surface.c
index a4df595..5f38205 100644
--- a/src/amd/common/ac_surface.c
+++ b/src/amd/common/ac_surface.c
@@ -940,21 +940,23 @@ static int gfx9_compute_surface(ADDR_HANDLE addrlib,
default:
assert(0);
}
} else {
AddrSurfInfoIn.bpp = surf->bpe * 8;
}
AddrSurfInfoIn.flags.color = !(surf->flags & RADEON_SURF_Z_OR_SBUFFER);
AddrSurfInfoIn.flags.depth = (surf->flags & RADEON_SURF_ZBUFFER) != 0;
AddrSurfInfoIn.flags.display = (surf->flags & RADEON_SURF_SCANOUT) != 0;
- AddrSurfInfoIn.flags.texture = 1;
+ /* flags.texture currently refers to TC-compatible HTILE */
+ AddrSurfInfoIn.flags.texture = AddrSurfInfoIn.flags.color ||
+ surf->flags &
RADEON_SURF_TC_COMPATIBLE_HTILE;
AddrSurfInfoIn.flags.opt4space = 1;
AddrSurfInfoIn.numMipLevels = config->info.levels;
AddrSurfInfoIn.numSamples = config->info.samples ? config->info.samples
: 1;
AddrSurfInfoIn.numFrags = AddrSurfInfoIn.numSamples;
/* GFX9 doesn't support 1D depth textures, so allocate all 1D textures
* as 2D to avoid having shader variants for 1D vs 2D, so all shaders
* must sample 1D textures as 2D. */
if (config->is_3d)
--
2.7.4
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