S_00A00C_BASE_LEVEL(res->nr_samples > 1 ? 0 : first_level) |
S_00A00C_LAST_LEVEL(res->nr_samples > 1 ? util_logbase2(res->nr_samples) : last_level) |
S_00A00C_BC_SWIZZLE(gfx9_border_color_swizzle(desc->swizzle)) | S_00A00C_TYPE(type);
- /* Depth is the the last accessible layer on gfx9+. The hw doesn't need
- * to know the total number of layers.
- */
- state[4] =
- S_00A010_DEPTH((type == V_008F1C_SQ_RSRC_IMG_3D && sampler) ? depth - 1 : last_layer) |
- S_00A010_BASE_ARRAY(first_layer);
+
+ if (res->target == PIPE_TEXTURE_1D ||
+ res->target == PIPE_TEXTURE_2D) {
+ /* 1D, 2D, and 2D_MSAA can set a custom pitch for shader resources
+ * starting with gfx10.3 (ignored if pitch <= width). Other texture
+ * targets can't. CB and DB can't set a custom pitch for any target.
+ */
+ if (screen->info.chip_class >= GFX10_3)
+ state[4] = S_00A010_DEPTH(tex->surface.u.gfx9.surf_pitch - 1);
+ else
+ state[4] = 0;
+ } else {
+ /* Depth is the last accessible layer on gfx9+. The hw doesn't need
+ * to know the total number of layers.
+ */
+ state[4] = S_00A010_DEPTH((type == V_008F1C_SQ_RSRC_IMG_3D && sampler) ?
+ depth - 1 : last_layer) |
+ S_00A010_BASE_ARRAY(first_layer);
+ }
+
state[5] = S_00A014_ARRAY_PITCH(!!(type == V_008F1C_SQ_RSRC_IMG_3D && !sampler)) |
S_00A014_MAX_MIP(res->nr_samples > 1 ? util_logbase2(res->nr_samples)
: tex->buffer.b.b.last_level) |