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Iago Toral authored
We do this by converting them to a compatible color copy and using a destination color mask as well as a source component swizzle to handle D24 format semantics according to the V3D hardware requirements, similar to what we do with our blit shader interface. This path is faster than the terrible copy_buffer_to_image_blit, which requires to copy the source buffer to a tiled image first and should be avoided as much as possible, since it is slow and can also quickly increase device memory usage. This fixes occasional OOM errors when loading traces in renderdoc. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <!8875>
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