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 depth buffer can be supported easily. Just set the depth format to "invalid". Marek On Mon, Apr 6, 2015 at 5:00 AM, Dave Airlie <[email protected]> wrote: > On 5 April 2015 at 21:42, Marek Olšák <[email protected]> wrote: >> From: Marek Olšák <[email protected]> >> >> 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 render for it > since it would take up less memory, but I suppose we can cross that > bridge when we get to it. > > Dave. _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
