BTW, this is the same as the glBlitFramebuffer behavior for MSAA depth buffers.
Marek On Mon, Jan 19, 2015 at 2:18 PM, Axel Davy <axel.d...@ens.fr> wrote: > 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 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev