i965: Pull 3D texture layout code out into a helper function.
authorKenneth Graunke <kenneth@whitecape.org>
Fri, 28 Jun 2013 21:50:30 +0000 (14:50 -0700)
committerKenneth Graunke <kenneth@whitecape.org>
Wed, 3 Jul 2013 17:48:14 +0000 (10:48 -0700)
A bit cleaner than having it in one giant function.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
src/mesa/drivers/dri/i965/brw_tex_layout.c

index f0736fa976f10a2224f949278ae45fb6562bbe2d..fc929f855a5e462ca733d7cd858cb02a80b987f2 100644 (file)
@@ -66,6 +66,86 @@ brw_miptree_layout_texture_array(struct intel_context *intel,
    mt->total_height = qpitch * mt->physical_depth0;
 }
 
+static void
+brw_miptree_layout_texture_3d(struct intel_context *intel,
+                              struct intel_mipmap_tree *mt)
+{
+   GLuint width  = mt->physical_width0;
+   GLuint height = mt->physical_height0;
+   GLuint depth = mt->physical_depth0;
+   GLuint pack_x_pitch, pack_x_nr;
+   GLuint pack_y_pitch;
+   GLuint level;
+
+   mt->total_height = 0;
+
+   if (mt->compressed) {
+       mt->total_width = ALIGN(width, mt->align_w);
+       pack_y_pitch = (height + 3) / 4;
+   } else {
+      mt->total_width = mt->physical_width0;
+      pack_y_pitch = ALIGN(mt->physical_height0, mt->align_h);
+   }
+
+   pack_x_pitch = width;
+   pack_x_nr = 1;
+
+   for (level = mt->first_level ; level <= mt->last_level ; level++) {
+      GLint x = 0;
+      GLint y = 0;
+      GLint q, j;
+
+      intel_miptree_set_level_info(mt, level,
+                                   0, mt->total_height,
+                                   width, height, depth);
+
+      for (q = 0; q < depth; /* empty */) {
+         for (j = 0; j < pack_x_nr && q < depth; j++, q++) {
+            intel_miptree_set_image_offset(mt, level, q, x, y);
+            x += pack_x_pitch;
+         }
+         if (x > mt->total_width)
+            mt->total_width = x;
+
+         x = 0;
+         y += pack_y_pitch;
+      }
+
+      mt->total_height += y;
+      width  = minify(width, 1);
+      height = minify(height, 1);
+      if (mt->target == GL_TEXTURE_3D)
+         depth = minify(depth, 1);
+
+      if (mt->compressed) {
+         pack_y_pitch = (height + 3) / 4;
+
+         if (pack_x_pitch > ALIGN(width, mt->align_w)) {
+            pack_x_pitch = ALIGN(width, mt->align_w);
+            pack_x_nr <<= 1;
+         }
+      } else {
+         pack_x_nr <<= 1;
+         if (pack_x_pitch > 4) {
+            pack_x_pitch >>= 1;
+         }
+
+         if (pack_y_pitch > 2) {
+            pack_y_pitch >>= 1;
+            pack_y_pitch = ALIGN(pack_y_pitch, mt->align_h);
+         }
+      }
+   }
+
+   /* The 965's sampler lays cachelines out according to how accesses
+    * in the texture surfaces run, so they may be "vertical" through
+    * memory.  As a result, the docs say in Surface Padding Requirements:
+    * Sampling Engine Surfaces that two extra rows of padding are required.
+    */
+   if (mt->target == GL_TEXTURE_CUBE_MAP)
+      mt->total_height += 2;
+}
+
 void
 brw_miptree_layout(struct intel_context *intel, struct intel_mipmap_tree *mt)
 {
@@ -87,84 +167,9 @@ brw_miptree_layout(struct intel_context *intel, struct intel_mipmap_tree *mt)
       assert(mt->physical_depth0 == 6);
       /* FALLTHROUGH */
 
-   case GL_TEXTURE_3D: {
-      GLuint width  = mt->physical_width0;
-      GLuint height = mt->physical_height0;
-      GLuint depth = mt->physical_depth0;
-      GLuint pack_x_pitch, pack_x_nr;
-      GLuint pack_y_pitch;
-      GLuint level;
-
-      mt->total_height = 0;
-
-      if (mt->compressed) {
-          mt->total_width = ALIGN(width, mt->align_w);
-          pack_y_pitch = (height + 3) / 4;
-      } else {
-        mt->total_width = mt->physical_width0;
-        pack_y_pitch = ALIGN(mt->physical_height0, mt->align_h);
-      }
-
-      pack_x_pitch = width;
-      pack_x_nr = 1;
-
-      for (level = mt->first_level ; level <= mt->last_level ; level++) {
-        GLint x = 0;
-        GLint y = 0;
-        GLint q, j;
-
-        intel_miptree_set_level_info(mt, level,
-                                     0, mt->total_height,
-                                     width, height, depth);
-
-        for (q = 0; q < depth; /* empty */) {
-           for (j = 0; j < pack_x_nr && q < depth; j++, q++) {
-              intel_miptree_set_image_offset(mt, level, q, x, y);
-              x += pack_x_pitch;
-           }
-            if (x > mt->total_width)
-               mt->total_width = x;
-
-           x = 0;
-           y += pack_y_pitch;
-        }
-
-
-        mt->total_height += y;
-        width  = minify(width, 1);
-        height = minify(height, 1);
-        if (mt->target == GL_TEXTURE_3D)
-           depth = minify(depth, 1);
-
-        if (mt->compressed) {
-           pack_y_pitch = (height + 3) / 4;
-
-           if (pack_x_pitch > ALIGN(width, mt->align_w)) {
-              pack_x_pitch = ALIGN(width, mt->align_w);
-              pack_x_nr <<= 1;
-           }
-        } else {
-            pack_x_nr <<= 1;
-           if (pack_x_pitch > 4) {
-              pack_x_pitch >>= 1;
-           }
-
-           if (pack_y_pitch > 2) {
-              pack_y_pitch >>= 1;
-              pack_y_pitch = ALIGN(pack_y_pitch, mt->align_h);
-           }
-        }
-
-      }
-      /* The 965's sampler lays cachelines out according to how accesses
-       * in the texture surfaces run, so they may be "vertical" through
-       * memory.  As a result, the docs say in Surface Padding Requirements:
-       * Sampling Engine Surfaces that two extra rows of padding are required.
-       */
-      if (mt->target == GL_TEXTURE_CUBE_MAP)
-        mt->total_height += 2;
+   case GL_TEXTURE_3D:
+      brw_miptree_layout_texture_3d(intel, mt);
       break;
-   }
 
    case GL_TEXTURE_2D_ARRAY:
    case GL_TEXTURE_1D_ARRAY: