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authorTopi Pohjolainen <[email protected]>2017-07-07 08:40:50 +0300
committerTopi Pohjolainen <[email protected]>2017-07-20 11:32:21 +0300
commitc4ac0d4949a4f33bf9d1b5298304b5743c0f23e0 (patch)
tree4ddd625d557dec4bbc341bd24c6d5845fe4ef897
parentf9d3880346408917b55152f0a25d7a49efbfdc26 (diff)
intel/isl/gen4: Represent cube maps with 3D layout
v2 (Jason): Check for !ISL_SURF_DIM_3D instead of CUBE_BIT. Reviewed-by: Jason Ekstrand <[email protected]> Signed-off-by: Topi Pohjolainen <[email protected]>
-rw-r--r--src/intel/isl/isl.c41
1 files changed, 35 insertions, 6 deletions
diff --git a/src/intel/isl/isl.c b/src/intel/isl/isl.c
index 12ffe3bb510..7d1356f0acf 100644
--- a/src/intel/isl/isl.c
+++ b/src/intel/isl/isl.c
@@ -548,7 +548,8 @@ isl_choose_image_alignment_el(const struct isl_device *dev,
static enum isl_dim_layout
isl_surf_choose_dim_layout(const struct isl_device *dev,
enum isl_surf_dim logical_dim,
- enum isl_tiling tiling)
+ enum isl_tiling tiling,
+ isl_surf_usage_flags_t usage)
{
/* Sandy bridge needs a special layout for HiZ and stencil. */
if (ISL_DEV_GEN(dev) == 6 &&
@@ -584,6 +585,16 @@ isl_surf_choose_dim_layout(const struct isl_device *dev,
switch (logical_dim) {
case ISL_SURF_DIM_1D:
case ISL_SURF_DIM_2D:
+ /* From the G45 PRM Vol. 1a, "6.17.4.1 Hardware Cube Map Layout":
+ *
+ * The cube face textures are stored in the same way as 3D surfaces
+ * are stored (see section 6.17.5 for details). For cube surfaces,
+ * however, the depth is equal to the number of faces (always 6) and
+ * is not reduced for each MIP.
+ */
+ if (ISL_DEV_GEN(dev) == 4 && (usage & ISL_SURF_USAGE_CUBE_BIT))
+ return ISL_DIM_LAYOUT_GEN4_3D;
+
return ISL_DIM_LAYOUT_GEN4_2D;
case ISL_SURF_DIM_3D:
return ISL_DIM_LAYOUT_GEN4_3D;
@@ -635,8 +646,11 @@ isl_calc_phys_level0_extent_sa(const struct isl_device *dev,
break;
case ISL_SURF_DIM_2D:
- assert(dim_layout == ISL_DIM_LAYOUT_GEN4_2D ||
- dim_layout == ISL_DIM_LAYOUT_GEN6_STENCIL_HIZ);
+ if (ISL_DEV_GEN(dev) == 4 && (info->usage & ISL_SURF_USAGE_CUBE_BIT))
+ assert(dim_layout == ISL_DIM_LAYOUT_GEN4_3D);
+ else
+ assert(dim_layout == ISL_DIM_LAYOUT_GEN4_2D ||
+ dim_layout == ISL_DIM_LAYOUT_GEN6_STENCIL_HIZ);
if (tiling == ISL_TILING_Ys && info->samples > 1)
isl_finishme("%s:%s: multisample TileYs layout", __FILE__, __func__);
@@ -952,7 +966,21 @@ isl_calc_phys_total_extent_el_gen4_3d(
const struct isl_format_layout *fmtl = isl_format_get_layout(info->format);
assert(info->samples == 1);
- assert(phys_level0_sa->array_len == 1);
+
+ if (info->dim != ISL_SURF_DIM_3D) {
+ /* From the G45 PRM Vol. 1a, "6.17.4.1 Hardware Cube Map Layout":
+ *
+ * The cube face textures are stored in the same way as 3D surfaces
+ * are stored (see section 6.17.5 for details). For cube surfaces,
+ * however, the depth is equal to the number of faces (always 6) and
+ * is not reduced for each MIP.
+ */
+ assert(ISL_DEV_GEN(dev) == 4);
+ assert(info->usage & ISL_SURF_USAGE_CUBE_BIT);
+ assert(phys_level0_sa->array_len == 6);
+ } else {
+ assert(phys_level0_sa->array_len == 1);
+ }
uint32_t total_w = 0;
uint32_t total_h = 0;
@@ -960,11 +988,12 @@ isl_calc_phys_total_extent_el_gen4_3d(
uint32_t W0 = phys_level0_sa->w;
uint32_t H0 = phys_level0_sa->h;
uint32_t D0 = phys_level0_sa->d;
+ uint32_t A0 = phys_level0_sa->a;
for (uint32_t l = 0; l < info->levels; ++l) {
uint32_t level_w = isl_align_npot(isl_minify(W0, l), image_align_sa->w);
uint32_t level_h = isl_align_npot(isl_minify(H0, l), image_align_sa->h);
- uint32_t level_d = isl_align_npot(isl_minify(D0, l), image_align_sa->d);
+ uint32_t level_d = info->dim == ISL_SURF_DIM_3D ? isl_minify(D0, l) : A0;
uint32_t max_layers_horiz = MIN(level_d, 1u << l);
uint32_t max_layers_vert = isl_align(level_d, 1u << l) / (1u << l);
@@ -1427,7 +1456,7 @@ isl_surf_init_s(const struct isl_device *dev,
isl_tiling_get_info(tiling, fmtl->bpb, &tile_info);
const enum isl_dim_layout dim_layout =
- isl_surf_choose_dim_layout(dev, info->dim, tiling);
+ isl_surf_choose_dim_layout(dev, info->dim, tiling, info->usage);
enum isl_msaa_layout msaa_layout;
if (!isl_choose_msaa_layout(dev, info, tiling, &msaa_layout))