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authorEric Anholt <[email protected]>2013-10-08 00:20:04 -0700
committerEric Anholt <[email protected]>2013-10-09 11:28:19 -0700
commit791550aa8e70dd5e0bdd5a996ef66b5964cf9095 (patch)
treee567481bcd407807617c5ce204010ffd9ec86314 /src/mesa/drivers/dri/i965/brw_tex_layout.c
parente6fb7441415ba641dd712f561a322fd85c662cb3 (diff)
i965: Don't forget the cube map padding on gen5+.
We had a fixup for gen4's 3d-layout cubemaps (which, iirc, we'd experimentally found to be necessary!), but while the spec still requires it on gen5, we'd been missing it in the array-layout cubemaps. Cc: "9.1 9.2" <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Chad Versace <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_tex_layout.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_tex_layout.c22
1 files changed, 15 insertions, 7 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_tex_layout.c b/src/mesa/drivers/dri/i965/brw_tex_layout.c
index e4e66b4219c..e9128a38244 100644
--- a/src/mesa/drivers/dri/i965/brw_tex_layout.c
+++ b/src/mesa/drivers/dri/i965/brw_tex_layout.c
@@ -197,6 +197,18 @@ brw_miptree_layout_2d(struct intel_mipmap_tree *mt)
}
static void
+align_cube(struct intel_mipmap_tree *mt)
+{
+ /* The 965's sampler lays cachelines out according to how accesses
+ * in the texture surfaces run, so they may be "vertical" through
+ * memory. As a result, the docs say in Surface Padding Requirements:
+ * Sampling Engine Surfaces that two extra rows of padding are required.
+ */
+ if (mt->target == GL_TEXTURE_CUBE_MAP)
+ mt->total_height += 2;
+}
+
+static void
brw_miptree_layout_texture_array(struct brw_context *brw,
struct intel_mipmap_tree *mt)
{
@@ -220,6 +232,8 @@ brw_miptree_layout_texture_array(struct brw_context *brw,
}
}
mt->total_height = qpitch * mt->physical_depth0;
+
+ align_cube(mt);
}
static void
@@ -291,13 +305,7 @@ brw_miptree_layout_texture_3d(struct brw_context *brw,
}
}
- /* The 965's sampler lays cachelines out according to how accesses
- * in the texture surfaces run, so they may be "vertical" through
- * memory. As a result, the docs say in Surface Padding Requirements:
- * Sampling Engine Surfaces that two extra rows of padding are required.
- */
- if (mt->target == GL_TEXTURE_CUBE_MAP)
- mt->total_height += 2;
+ align_cube(mt);
}
void