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authorJason Ekstrand <[email protected]>2016-07-18 16:25:12 -0700
committerJason Ekstrand <[email protected]>2016-07-20 08:19:26 -0700
commit96dfed49e47eac7afc100e5b8d3b316dd6652fb6 (patch)
tree395efcfb0ddd4d2977c0a6223b55db4566556189 /include/EGL/eglmesaext.h
parente19b7f7f1b5d6a1d325c0129d6d6b9da6234330a (diff)
i965: Stop muging cube array lengths by 6
From the Sky Lake PRM: "For SURFTYPE_CUBE: For Sampling Engine Surfaces and Typed Data Port Surfaces, the range of this field is [0,340], indicating the number of cube array elements (equal to the number of underlying 2D array elements divided by 6). For other surfaces, this field must be zero." In other words, the depth field for cube maps is in number of cubes not number of 2-D slices so we need to divide by 6. ISL will do this correctly for us assuming that we provide it with the correct array bounds which it expects to be in 2-D slices. It appears as if we've been doing this wrong ever since we first added cube map arrays for Sandy Bridge and the change to ISL made things slightly worse. While we're at it, we now need to remoe the shader hacks we've always done since they were only needed because we were setting the depth field six times too large. v2: Fix the vec4 backend as well (not sure how I missed this). Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
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