/* Effectively the key:
*/
GLenum target;
+
+ /**
+ * Generally, this is just the same as the gl_texture_image->TexFormat or
+ * gl_renderbuffer->Format.
+ *
+ * However, for textures and renderbuffers with packed depth/stencil formats
+ * on hardware where we want or need to use separate stencil, there will be
+ * two miptrees for storing the data. If the depthstencil texture or rb is
+ * MESA_FORMAT_Z32_FLOAT_X24S8, then mt->format will be
+ * MESA_FORMAT_Z32_FLOAT, otherwise for MESA_FORMAT_S8_Z24 objects it will be
+ * MESA_FORMAT_S8_Z24 (textures) or MESA_FORMAT_X8_Z24 (renderbuffers).
+ * mt->stencil_mt->format will always be MESA_FORMAT_S8.
+ */
gl_format format;
/**
/**
* \brief Stencil miptree for depthstencil textures.
*
- * This miptree is used for depthstencil textures that require separate
- * stencil. The stencil miptree's data is the golden copy of the
- * parent miptree's stencil bits. When necessary, we scatter/gather the
- * stencil bits between the parent miptree and the stencil miptree.
+ * This miptree is used for depthstencil textures and renderbuffers that
+ * require separate stencil. It always has the true copy of the stencil
+ * bits, regardless of mt->format.
*
- * \see intel_miptree_s8z24_scatter()
- * \see intel_miptree_s8z24_gather()
+ * \see intel_miptree_map_depthstencil()
+ * \see intel_miptree_unmap_depthstencil()
*/
struct intel_mipmap_tree *stencil_mt;