const unsigned h = u_minify(vtex->base.u.b.height0, level);
const unsigned nblocksy = util_format_get_nblocksy(format, h);
bool is_depth = util_format_has_depth(util_format_description(resource->format));
+ uint32_t l_stride;
bool doflushwait;
doflushwait = virgl_res_needs_flush_wait(vctx, &vtex->base, usage);
trans->base.stride = vtex->stride[level];
trans->base.layer_stride = trans->base.stride * nblocksy;
+ if (resource->target != PIPE_TEXTURE_3D &&
+ resource->target != PIPE_TEXTURE_CUBE &&
+ resource->target != PIPE_TEXTURE_1D_ARRAY &&
+ resource->target != PIPE_TEXTURE_2D_ARRAY &&
+ resource->target != PIPE_TEXTURE_CUBE_ARRAY)
+ l_stride = 0;
+ else
+ l_stride = trans->base.layer_stride;
+
if (is_depth && resource->nr_samples > 1) {
struct pipe_resource tmp_resource;
virgl_init_temp_resource_from_box(&tmp_resource, resource, box,
readback = virgl_res_needs_readback(vctx, &vtex->base, usage);
if (readback)
- vs->vws->transfer_get(vs->vws, hw_res, box, offset, level);
+ vs->vws->transfer_get(vs->vws, hw_res, box, trans->base.stride, l_stride, offset, level);
if (doflushwait || readback)
vs->vws->resource_wait(vs->vws, vtex->base.hw_res);
struct virgl_context *vctx = virgl_context(ctx);
struct virgl_transfer *trans = virgl_transfer(transfer);
struct virgl_texture *vtex = virgl_texture(transfer->resource);
+ uint32_t l_stride;
+
+ if (transfer->resource->target != PIPE_TEXTURE_3D &&
+ transfer->resource->target != PIPE_TEXTURE_CUBE &&
+ transfer->resource->target != PIPE_TEXTURE_1D_ARRAY &&
+ transfer->resource->target != PIPE_TEXTURE_2D_ARRAY &&
+ transfer->resource->target != PIPE_TEXTURE_CUBE_ARRAY)
+ l_stride = 0;
+ else
+ l_stride = trans->base.layer_stride;
if (trans->base.usage & PIPE_TRANSFER_WRITE) {
if (!(transfer->usage & PIPE_TRANSFER_FLUSH_EXPLICIT)) {
vtex->base.clean = FALSE;
vctx->num_transfers++;
vs->vws->transfer_put(vs->vws, vtex->base.hw_res,
- &transfer->box, trans->offset, transfer->level);
+ &transfer->box, trans->base.stride, l_stride, trans->offset, transfer->level);
}
}