width = tex->base.width0;
height = tex->base.height0;
+ depth = (tex->base.target == PIPE_TEXTURE_3D) ?
+ tex->base.depth0 : num_layers;
pitch = tex->bo_stride;
- switch (tex->base.target) {
- case PIPE_TEXTURE_3D:
- depth = tex->base.depth0;
- break;
- case PIPE_TEXTURE_CUBE:
- case PIPE_TEXTURE_CUBE_ARRAY:
+ if (surface_type == BRW_SURFACE_CUBE) {
/*
* From the Sandy Bridge PRM, volume 4 part 1, page 81:
*
* cube array elements (equal to the number of underlying 2D array
* elements divided by 6). For other surfaces, this field must be
* zero."
+ *
+ * When is_rt is true, we treat the texture as a 2D one to avoid the
+ * restriction.
*/
- if (!is_rt) {
+ if (is_rt) {
+ surface_type = BRW_SURFACE_2D;
+ }
+ else {
assert(num_layers % 6 == 0);
depth = num_layers / 6;
- break;
}
- assert(num_layers == 1);
- /* fall through */
- default:
- depth = num_layers;
- break;
}
/* sanity check the size */
switch (surface_type) {
case BRW_SURFACE_1D:
assert(width <= 8192 && height == 1 && depth <= 512);
+ assert(first_layer < 512 && num_layers <= 512);
break;
case BRW_SURFACE_2D:
assert(width <= 8192 && height <= 8192 && depth <= 512);
+ assert(first_layer < 512 && num_layers <= 512);
break;
case BRW_SURFACE_3D:
assert(width <= 2048 && height <= 2048 && depth <= 2048);
+ assert(first_layer < 2048 && num_layers <= 512);
+ if (!is_rt)
+ assert(first_layer == 0);
break;
case BRW_SURFACE_CUBE:
assert(width <= 8192 && height <= 8192 && depth <= 85);
assert(width == height);
+ assert(first_layer < 512 && num_layers <= 512);
+ if (is_rt)
+ assert(first_layer == 0);
break;
default:
assert(!"unexpected surface type");
if (tex->base.nr_samples > 1)
assert(tex->interleaved);
- /*
- * Compute the offset to the layer manually.
- *
- * For rendering, the hardware requires LOD to be the same for all render
- * targets and the depth buffer. We need to compute the offset to the
- * layer manually and always set LOD to 0.
- */
if (is_rt) {
- /* we lose the capability for layered rendering */
- assert(num_levels == 1 && num_layers == 1);
-
- layer_offset = ilo_texture_get_slice_offset(tex,
- first_level, first_layer, &x_offset, &y_offset);
-
- assert(x_offset % 4 == 0);
- assert(y_offset % 2 == 0);
- x_offset /= 4;
- y_offset /= 2;
-
- /* derive the size for the LOD */
- width = u_minify(tex->base.width0, first_level);
- height = u_minify(tex->base.height0, first_level);
- if (surface_type == BRW_SURFACE_3D)
- depth = u_minify(tex->base.depth0, first_level);
-
- first_level = 0;
- first_layer = 0;
- lod = 0;
+ /*
+ * Compute the offset to the layer manually.
+ *
+ * For rendering, the hardware requires LOD to be the same for all
+ * render targets and the depth buffer. We need to compute the offset
+ * to the layer manually and always set LOD to 0.
+ */
+ if (true) {
+ /* we lose the capability for layered rendering */
+ assert(num_layers == 1);
+
+ layer_offset = ilo_texture_get_slice_offset(tex,
+ first_level, first_layer, &x_offset, &y_offset);
+
+ assert(x_offset % 4 == 0);
+ assert(y_offset % 2 == 0);
+ x_offset /= 4;
+ y_offset /= 2;
+
+ /* derive the size for the LOD */
+ width = u_minify(width, first_level);
+ height = u_minify(height, first_level);
+ if (surface_type == BRW_SURFACE_3D)
+ depth = u_minify(depth, first_level);
+ else
+ depth = 1;
+
+ first_level = 0;
+ first_layer = 0;
+ lod = 0;
+ }
+ else {
+ layer_offset = 0;
+ x_offset = 0;
+ y_offset = 0;
+ }
+
+ assert(num_levels == 1);
+ lod = first_level;
}
else {
layer_offset = 0;
x_offset = 0;
y_offset = 0;
+
lod = num_levels - 1;
}
dw[4] = first_level << BRW_SURFACE_MIN_LOD_SHIFT |
first_layer << 17 |
- (depth - 1) << 8 |
+ (num_layers - 1) << 8 |
((tex->base.nr_samples > 1) ? BRW_SURFACE_MULTISAMPLECOUNT_4 :
BRW_SURFACE_MULTISAMPLECOUNT_1);
width = tex->base.width0;
height = tex->base.height0;
+ depth = (tex->base.target == PIPE_TEXTURE_3D) ?
+ tex->base.depth0 : num_layers;
pitch = tex->bo_stride;
- switch (tex->base.target) {
- case PIPE_TEXTURE_3D:
- depth = tex->base.depth0;
- break;
- case PIPE_TEXTURE_CUBE:
- case PIPE_TEXTURE_CUBE_ARRAY:
+ if (surface_type == BRW_SURFACE_CUBE) {
/*
* From the Ivy Bridge PRM, volume 4 part 1, page 70:
*
- * "For SURFTYPE_CUBE: For Sampling Engine Surfaces, the range of
+ * "For SURFTYPE_CUBE:For Sampling Engine Surfaces, the range of
* this field is [0,340], indicating the number of cube array
* elements (equal to the number of underlying 2D array elements
* divided by 6). For other surfaces, this field must be zero."
*
- * "Errata: For SURFTYPE_CUBE sampling engine surfaces, the range of
- * this field is limited to [0,85]."
+ * When is_rt is true, we treat the texture as a 2D one to avoid the
+ * restriction.
*/
- if (!is_rt) {
+ if (is_rt) {
+ surface_type = BRW_SURFACE_2D;
+ }
+ else {
assert(num_layers % 6 == 0);
depth = num_layers / 6;
- break;
}
- assert(num_layers == 1);
- /* fall through */
- default:
- depth = num_layers;
- break;
}
/* sanity check the size */
assert(width >= 1 && height >= 1 && depth >= 1 && pitch >= 1);
+ assert(first_layer < 2048 && num_layers <= 2048);
switch (surface_type) {
case BRW_SURFACE_1D:
assert(width <= 16384 && height == 1 && depth <= 2048);
break;
case BRW_SURFACE_3D:
assert(width <= 2048 && height <= 2048 && depth <= 2048);
+ if (!is_rt)
+ assert(first_layer == 0);
break;
case BRW_SURFACE_CUBE:
assert(width <= 16384 && height <= 16384 && depth <= 86);
assert(width == height);
+ if (is_rt)
+ assert(first_layer == 0);
break;
default:
assert(!"unexpected surface type");
break;
}
- /*
- * Compute the offset to the layer manually.
- *
- * For rendering, the hardware requires LOD to be the same for all render
- * targets and the depth buffer. We need to compute the offset to the
- * layer manually and always set LOD to 0.
- */
if (is_rt) {
- /* we lose the capability for layered rendering */
- assert(num_levels == 1 && num_layers == 1);
-
- layer_offset = ilo_texture_get_slice_offset(tex,
- first_level, first_layer, &x_offset, &y_offset);
-
- assert(x_offset % 4 == 0);
- assert(y_offset % 2 == 0);
- x_offset /= 4;
- y_offset /= 2;
-
- /* derive the size for the LOD */
- width = u_minify(tex->base.width0, first_level);
- height = u_minify(tex->base.height0, first_level);
- if (surface_type == BRW_SURFACE_3D)
- depth = u_minify(tex->base.depth0, first_level);
-
- first_level = 0;
- first_layer = 0;
- lod = 0;
+ /*
+ * Compute the offset to the layer manually.
+ *
+ * For rendering, the hardware requires LOD to be the same for all
+ * render targets and the depth buffer. We need to compute the offset
+ * to the layer manually and always set LOD to 0.
+ */
+ if (true) {
+ /* we lose the capability for layered rendering */
+ assert(num_layers == 1);
+
+ layer_offset = ilo_texture_get_slice_offset(tex,
+ first_level, first_layer, &x_offset, &y_offset);
+
+ assert(x_offset % 4 == 0);
+ assert(y_offset % 2 == 0);
+ x_offset /= 4;
+ y_offset /= 2;
+
+ /* derive the size for the LOD */
+ width = u_minify(width, first_level);
+ height = u_minify(height, first_level);
+ if (surface_type == BRW_SURFACE_3D)
+ depth = u_minify(depth, first_level);
+ else
+ depth = 1;
+
+ first_level = 0;
+ first_layer = 0;
+ lod = 0;
+ }
+ else {
+ layer_offset = 0;
+ x_offset = 0;
+ y_offset = 0;
+ }
+
+ assert(num_levels == 1);
+ lod = first_level;
}
else {
layer_offset = 0;
x_offset = 0;
y_offset = 0;
+
lod = num_levels - 1;
}
(pitch - 1);
dw[4] = first_layer << 18 |
- (depth - 1) << 7;
+ (num_layers - 1) << 7;
/*
* MSFMT_MSS means the samples are not interleaved and MSFMT_DEPTH_STENCIL