Blorp can deal with depth/stencil surfaces blits/copies without the render target requirement. Also having both render target and depth/stencil requirement is incompatible from isl's point of view.
This fixes an image creation issue in the high level quality settings of the Unity3D player, which requires a depth texture with src/dst transfer & 4x multisampling. Signed-off-by: Lionel Landwerlin <[email protected]> --- src/intel/vulkan/anv_image.c | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/src/intel/vulkan/anv_image.c b/src/intel/vulkan/anv_image.c index 9e5cebe188..8f738b2042 100644 --- a/src/intel/vulkan/anv_image.c +++ b/src/intel/vulkan/anv_image.c @@ -75,8 +75,12 @@ choose_isl_surf_usage(VkImageUsageFlags vk_usage, isl_usage |= ISL_SURF_USAGE_TEXTURE_BIT; } - if (vk_usage & VK_IMAGE_USAGE_TRANSFER_DST_BIT) { - /* blorp implements transfers by rendering into the destination image. */ + if (vk_usage & VK_IMAGE_USAGE_TRANSFER_DST_BIT && + (aspect & (VK_IMAGE_ASPECT_DEPTH_BIT | + VK_IMAGE_ASPECT_STENCIL_BIT)) == 0) { + /* blorp implements transfers by rendering into the destination image. + * Only request this with color images, as we deal with depth/stencil + * formats differently. */ isl_usage |= ISL_SURF_USAGE_RENDER_TARGET_BIT; } -- 2.11.0 _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
