asahi: Handle uncompressed Z32F depth buffers
authorAlyssa Rosenzweig <alyssa@rosenzweig.io>
Tue, 22 Feb 2022 01:02:41 +0000 (20:02 -0500)
committerAlyssa Rosenzweig <alyssa@rosenzweig.io>
Sun, 22 May 2022 02:01:32 +0000 (22:01 -0400)
commit43f6c08a3bf5ec3d0556e558da130da1b1f478d1
tree626c4a53f92a4188d36b37e64d89bf8d9696b108
parentc955dd726e6ff9f93ed457bafb67f35499baf353
asahi: Handle uncompressed Z32F depth buffers

This uses a subset of the depth/stencil infrastructure we built out to
support writing back tiled, uncompressed Z32F depth buffers to memory.
Texturing from this format is already supported.

This gets glmark2 -bshadow working.

v2: Fix partial renders

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16512>
src/asahi/lib/cmdbuf.xml
src/gallium/drivers/asahi/magic.c