*pptrans = ptrans;
+ /* Our load/store routines work on entire compressed blocks. */
+ ptrans->box.x /= util_format_get_blockwidth(format);
+ ptrans->box.y /= util_format_get_blockheight(format);
+ ptrans->box.width = DIV_ROUND_UP(ptrans->box.width,
+ util_format_get_blockwidth(format));
+ ptrans->box.height = DIV_ROUND_UP(ptrans->box.height,
+ util_format_get_blockheight(format));
+
struct vc5_resource_slice *slice = &rsc->slices[level];
if (rsc->tiled) {
/* No direct mappings of tiled, since we need to manually
ptrans->layer_stride = ptrans->stride;
return buf + slice->offset +
- ptrans->box.y / util_format_get_blockheight(format) * ptrans->stride +
- ptrans->box.x / util_format_get_blockwidth(format) * rsc->cpp +
+ ptrans->box.y * ptrans->stride +
+ ptrans->box.x * rsc->cpp +
ptrans->box.z * rsc->cube_map_stride;
}
uint32_t utile_h = vc5_utile_height(rsc->cpp);
uint32_t uif_block_w = utile_w * 2;
uint32_t uif_block_h = utile_h * 2;
+ uint32_t block_width = util_format_get_blockwidth(prsc->format);
+ uint32_t block_height = util_format_get_blockheight(prsc->format);
bool msaa = prsc->nr_samples > 1;
/* MSAA textures/renderbuffers are always laid out as single-level
* UIF.
level_height *= 2;
}
+ level_width = DIV_ROUND_UP(level_width, block_width);
+ level_height = DIV_ROUND_UP(level_height, block_height);
+
if (!rsc->tiled) {
slice->tiling = VC5_TILING_RASTER;
if (prsc->target == PIPE_TEXTURE_1D)