hz_height = DIV_ROUND_UP(hz_height, 2);
} else {
const unsigned hz_qpitch = h0 + h1 + (12 * vertical_align);
- if (mt->target == GL_TEXTURE_CUBE_MAP_ARRAY ||
- mt->target == GL_TEXTURE_CUBE_MAP) {
- /* HZ_Height (rows) = Ceiling ( ( Q_pitch * Z_depth * 6/2) /8 ) * 8 */
- hz_height = DIV_ROUND_UP(hz_qpitch * Z0 * 6, 2 * 8) * 8;
- } else {
- /* HZ_Height (rows) = Ceiling ( ( Q_pitch * Z_depth/2) /8 ) * 8 */
- hz_height = DIV_ROUND_UP(hz_qpitch * Z0, 2 * 8) * 8;
- }
+ /* HZ_Height (rows) = Ceiling ( ( Q_pitch * Z_depth/2) /8 ) * 8 */
+ hz_height = DIV_ROUND_UP(hz_qpitch * Z0, 2 * 8) * 8;
}
unsigned long pitch;
} else {
/* HZ_Height (rows) = ceiling( (HZ_QPitch/2)/8) *8 * Z_Depth */
hz_height = DIV_ROUND_UP(buf->qpitch, 2 * 8) * 8 * Z0;
- if (mt->target == GL_TEXTURE_CUBE_MAP_ARRAY ||
- mt->target == GL_TEXTURE_CUBE_MAP) {
- /* HZ_Height (rows) = ceiling( (HZ_QPitch/2)/8) *8 * 6 * Z_Depth
- *
- * We can can just take our hz_height calculation from above, and
- * multiply by 6 for the cube map and cube map array types.
- */
- hz_height *= 6;
- }
}
unsigned long pitch;