- for (j = 0; j <= tex->last_level; j++) {
- jit_tex->data[j] =
- llvmpipe_get_texture_image_all(lp_tex, j, LP_TEX_USAGE_READ,
- LP_TEX_LAYOUT_LINEAR);
- jit_tex->row_stride[j] = lp_tex->row_stride[j];
- jit_tex->img_stride[j] = lp_tex->img_stride[j];
-
- if ((LP_PERF & PERF_TEX_MEM) ||
- !jit_tex->data[j]) {
- /* out of memory - use dummy tile memory */
- jit_tex->data[j] = lp_dummy_tile;
- jit_tex->width = TILE_SIZE/8;
- jit_tex->height = TILE_SIZE/8;
- jit_tex->depth = 1;
- jit_tex->last_level = 0;
- jit_tex->row_stride[j] = 0;
- jit_tex->img_stride[j] = 0;
+ unsigned first_level = 0;
+ unsigned last_level = 0;
+
+ if (llvmpipe_resource_is_texture(res)) {
+ first_level = view->u.tex.first_level;
+ last_level = view->u.tex.last_level;
+ assert(first_level <= last_level);
+ assert(last_level <= res->last_level);
+
+ /*
+ * The complexity here is only necessary for depth textures which
+ * still are tiled.
+ */
+ mip_ptr = llvmpipe_get_texture_image_all(lp_tex, first_level,
+ LP_TEX_USAGE_READ,
+ LP_TEX_LAYOUT_LINEAR);
+ jit_tex->base = lp_tex->linear_img.data;
+ }
+ else {
+ mip_ptr = lp_tex->data;
+ jit_tex->base = mip_ptr;
+ }
+
+ if ((LP_PERF & PERF_TEX_MEM) || !mip_ptr) {
+ /* out of memory - use dummy tile memory */
+ /* Note if using PERF_TEX_MEM will also skip tile conversion */
+ jit_tex->base = lp_dummy_tile;
+ jit_tex->width = TILE_SIZE/8;
+ jit_tex->height = TILE_SIZE/8;
+ jit_tex->depth = 1;
+ jit_tex->first_level = 0;
+ jit_tex->last_level = 0;
+ jit_tex->mip_offsets[0] = 0;
+ jit_tex->row_stride[0] = 0;
+ jit_tex->img_stride[0] = 0;
+ }
+ else {
+ jit_tex->width = res->width0;
+ jit_tex->height = res->height0;
+ jit_tex->depth = res->depth0;
+ jit_tex->first_level = first_level;
+ jit_tex->last_level = last_level;
+
+ if (llvmpipe_resource_is_texture(res)) {
+ for (j = first_level; j <= last_level; j++) {
+ mip_ptr = llvmpipe_get_texture_image_all(lp_tex, j,
+ LP_TEX_USAGE_READ,
+ LP_TEX_LAYOUT_LINEAR);
+ jit_tex->mip_offsets[j] = (uint8_t *)mip_ptr - (uint8_t *)jit_tex->base;
+ /*
+ * could get mip offset directly but need call above to
+ * invoke tiled->linear conversion.
+ */
+ assert(lp_tex->linear_mip_offsets[j] == jit_tex->mip_offsets[j]);
+ jit_tex->row_stride[j] = lp_tex->row_stride[j];
+ jit_tex->img_stride[j] = lp_tex->img_stride[j];
+ }
+
+ /* FIXME: This is incorrect, as currently layer stride depends on miplevel */
+#if 0
+ /*
+ * We don't use anything like first_element (for buffers) or
+ * first_layer (for arrays), instead adjust the last_element
+ * (width) or last_layer (depth) plus the base pointer.
+ * Less parameters and faster at shader execution.
+ * XXX Could do the same for mip levels.
+ */
+ if (res->target == PIPE_TEXTURE_1D_ARRAY ||
+ res->target == PIPE_TEXTURE_2D_ARRAY) {
+ jit_tex->depth = view->u.tex.last_layer - view->u.tex.first_layer + 1;
+ jit_tex->base = (uint8_t *)jit_tex->base +
+ view->u.tex.first_layer * lp_tex->img_stride[0];
+ assert(view->u.tex.first_layer <= view->u.tex.last_layer);
+ assert(view->u.tex.last_layer < res->array_size);
+ }
+#endif
+ }
+ else {
+ unsigned view_blocksize = util_format_get_blocksize(view->format);
+ /* probably don't really need to fill that out */
+ jit_tex->mip_offsets[0] = 0;
+ jit_tex->row_stride[0] = 0;
+ jit_tex->row_stride[0] = 0;
+
+ /* everything specified in number of elements here. */
+ jit_tex->width = view->u.buf.last_element - view->u.buf.first_element + 1;
+ jit_tex->base = (uint8_t *)jit_tex->base + view->u.buf.first_element *
+ view_blocksize;
+ /* XXX Unsure if we need to sanitize parameters? */
+ assert(view->u.buf.first_element <= view->u.buf.last_element);
+ assert(view->u.buf.last_element * view_blocksize < res->width0);