From: Antia Puentes Date: Sat, 3 Sep 2016 01:04:37 +0000 (+0200) Subject: i965: Fix calculation of the image height at start level X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=83e8617f4b13e75f44ba45dd156c0656a5e07b08;p=mesa.git i965: Fix calculation of the image height at start level - Fixes CTS tests: * GL44-CTS.shader_image_size.advanced-nonMS-cs-float * GL44-CTS.shader_image_size.advanced-nonMS-cs-int * GL44-CTS.shader_image_size.advanced-nonMS-cs-uint * GL44-CTS.shader_image_size.advanced-nonMS-gs-float * GL44-CTS.shader_image_size.advanced-nonMS-gs-int * GL44-CTS.shader_image_size.advanced-nonMS-gs-uint * GL44-CTS.shader_image_size.advanced-nonMS-tes-float * GL44-CTS.shader_image_size.advanced-nonMS-tes-int * GL44-CTS.shader_image_size.advanced-nonMS-tes-uint * GL44-CTS.shader_image_size.advanced-nonMS-vs-float * GL44-CTS.shader_image_size.advanced-nonMS-vs-int * GL44-CTS.shader_image_size.advanced-nonMS-vs-uint v1: (written by Dave Airlie) Always shift height images for levels. Fixed the CTS test. v2: Only shift height if the texture is not an 1D_ARRAY, it fixes assertion in GL44-CTS.texture_view.gettexparameter due to the original patch (Antia). v3: Remove the loop. Do not shift height either for 1D textures. Use an explicit switch and add an assertion (levels == 0) for multisampled textures (Jason). v4: Rectangle textures can not have levels either (Ilia Mirkin). Signed-off-by: Dave Airlie Signed-off-by: Antia Puentes Reviewed-by: Anuj Phogat Reviewed-by: Jason Ekstrand --- diff --git a/src/mesa/drivers/dri/i965/intel_tex_image.c b/src/mesa/drivers/dri/i965/intel_tex_image.c index 7affe08c808..65962eb41ba 100644 --- a/src/mesa/drivers/dri/i965/intel_tex_image.c +++ b/src/mesa/drivers/dri/i965/intel_tex_image.c @@ -47,12 +47,27 @@ intel_miptree_create_for_teximage(struct brw_context *brw, DBG("%s\n", __func__); /* Figure out image dimensions at start level. */ - for (i = intelImage->base.Base.Level; i > 0; i--) { - width <<= 1; - if (height != 1) - height <<= 1; - if (intelObj->base.Target == GL_TEXTURE_3D) - depth <<= 1; + switch(intelObj->base.Target) { + case GL_TEXTURE_2D_MULTISAMPLE: + case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: + case GL_TEXTURE_RECTANGLE: + assert(intelImage->base.Base.Level == 0); + break; + case GL_TEXTURE_3D: + depth <<= intelImage->base.Base.Level; + /* Fall through */ + case GL_TEXTURE_2D: + case GL_TEXTURE_2D_ARRAY: + case GL_TEXTURE_CUBE_MAP: + case GL_TEXTURE_CUBE_MAP_ARRAY: + height <<= intelImage->base.Base.Level; + /* Fall through */ + case GL_TEXTURE_1D: + case GL_TEXTURE_1D_ARRAY: + width <<= intelImage->base.Base.Level; + break; + default: + unreachable("Unexpected target"); } /* Guess a reasonable value for lastLevel. This is probably going