svga: set PIPE_BIND_DEPTH_STENCIL flag for new resources when possible

When we create a depth/stencil texture, also check if we can render to
it and set the PIPE_BIND_DEPTH_STENCIL flag.  We were previously doing
this for color textures (PIPE_BIND_RENDER_TARGET).

Reviewed-by: Charmaine Lee <charmainel@vmware.com>
This commit is contained in:
Brian Paul
2016-09-20 17:22:42 -06:00
parent f942a70340
commit c0d7b6073d
@@ -975,7 +975,7 @@ svga_texture_create(struct pipe_screen *screen,
tex->key.flags |= SVGA3D_SURFACE_BIND_SHADER_RESOURCE;
if (!(bindings & PIPE_BIND_RENDER_TARGET)) {
/* Also check if the format is renderable */
/* Also check if the format is color renderable */
if (screen->is_format_supported(screen, template->format,
template->target,
template->nr_samples,
@@ -983,6 +983,16 @@ svga_texture_create(struct pipe_screen *screen,
bindings |= PIPE_BIND_RENDER_TARGET;
}
}
if (!(bindings & PIPE_BIND_DEPTH_STENCIL)) {
/* Also check if the format is depth/stencil renderable */
if (screen->is_format_supported(screen, template->format,
template->target,
template->nr_samples,
PIPE_BIND_DEPTH_STENCIL)) {
bindings |= PIPE_BIND_DEPTH_STENCIL;
}
}
}
if (bindings & PIPE_BIND_DISPLAY_TARGET) {