const struct brw_blorp_surface_info *surface = ¶ms->src;
struct intel_mipmap_tree *mt = surface->mt;
- /* Textures are always sampled as 2D. */
+ /* If src is a 2D multisample array texture on Gen7+ using
+ * INTEL_MSAA_LAYOUT_UMS or INTEL_MSAA_LAYOUT_CMS, src layer is the
+ * physical layer holding sample 0. So, for example, if mt->num_samples
+ * == 4, then logical layer n corresponds to layer == 4*n.
+ *
+ * Multisampled depth and stencil surfaces have the samples interleaved
+ * (INTEL_MSAA_LAYOUT_IMS) and therefore the layer doesn't need
+ * adjustment.
+ */
+ const unsigned layer_divider =
+ (mt->msaa_layout == INTEL_MSAA_LAYOUT_UMS ||
+ mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) ?
+ MAX2(mt->num_samples, 1) : 1;
+
+ /* Cube textures are sampled as 2D array. */
const bool is_cube = mt->target == GL_TEXTURE_CUBE_MAP_ARRAY ||
mt->target == GL_TEXTURE_CUBE_MAP;
const unsigned depth = (is_cube ? 6 : 1) * mt->logical_depth0;
const GLenum target = is_cube ? GL_TEXTURE_2D_ARRAY : mt->target;
const unsigned max_level = surface->level + mt->last_level + 1;
const unsigned layer = mt->target != GL_TEXTURE_3D ?
- surface->layer / MAX2(mt->num_samples, 1) : 0;
+ surface->layer / layer_divider : 0;
brw->vtbl.emit_texture_surface_state(brw, mt, target,
layer, layer + depth,