return mt->num_samples <= 1;
}
+bool
+intel_miptree_supports_lossless_compressed(struct brw_context *brw,
+ const struct intel_mipmap_tree *mt)
+{
+ /* For now compression is only enabled for integer formats even though
+ * there exist supported floating point formats also. This is a heuristic
+ * decision based on current public benchmarks. In none of the cases these
+ * formats provided any improvement but a few cases were seen to regress.
+ * Hence these are left to to be enabled in the future when they are known
+ * to improve things.
+ */
+ if (_mesa_get_format_datatype(mt->format) == GL_FLOAT)
+ return false;
+
+ /* Fast clear mechanism and lossless compression go hand in hand. */
+ if (!intel_miptree_supports_non_msrt_fast_clear(brw, mt))
+ return false;
+
+ /* Fast clear can be also used to clear srgb surfaces by using equivalent
+ * linear format. This trick, however, can't be extended to be used with
+ * lossless compression and therefore a check is needed to see if the format
+ * really is linear.
+ */
+ return _mesa_get_srgb_format_linear(mt->format) == mt->format;
+}
+
/**
* Determine depth format corresponding to a depth+stencil format,
* for separate stencil.
const struct intel_mipmap_tree *mt);
bool
+intel_miptree_supports_lossless_compressed(struct brw_context *brw,
+ const struct intel_mipmap_tree *mt);
+
+bool
intel_miptree_alloc_non_msrt_mcs(struct brw_context *brw,
struct intel_mipmap_tree *mt);