Apparently some games allocate depth buffers without rendering to them, this will avoid wasting memory if that image usage flag is not set.
Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com> --- src/amd/vulkan/radv_image.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/amd/vulkan/radv_image.c b/src/amd/vulkan/radv_image.c index 7492bf48b51..a293834c4c3 100644 --- a/src/amd/vulkan/radv_image.c +++ b/src/amd/vulkan/radv_image.c @@ -923,7 +923,8 @@ radv_image_can_enable_fmask(struct radv_image *image) static inline bool radv_image_can_enable_htile(struct radv_image *image) { - return image->info.levels == 1 && + return image->usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT && + image->info.levels == 1 && vk_format_is_depth(image->vk_format) && image->info.width * image->info.height >= 8 * 8; } -- 2.19.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev