From c4ac0d4949a4f33bf9d1b5298304b5743c0f23e0 Mon Sep 17 00:00:00 2001 From: Topi Pohjolainen Date: Fri, 7 Jul 2017 08:40:50 +0300 Subject: [PATCH] intel/isl/gen4: Represent cube maps with 3D layout v2 (Jason): Check for !ISL_SURF_DIM_3D instead of CUBE_BIT. Reviewed-by: Jason Ekstrand Signed-off-by: Topi Pohjolainen --- src/intel/isl/isl.c | 41 +++++++++++++++++++++++++++++++++++------ 1 file changed, 35 insertions(+), 6 deletions(-) diff --git a/src/intel/isl/isl.c b/src/intel/isl/isl.c index 12ffe3bb510..7d1356f0acf 100644 --- a/src/intel/isl/isl.c +++ b/src/intel/isl/isl.c @@ -548,7 +548,8 @@ isl_choose_image_alignment_el(const struct isl_device *dev, static enum isl_dim_layout isl_surf_choose_dim_layout(const struct isl_device *dev, enum isl_surf_dim logical_dim, - enum isl_tiling tiling) + enum isl_tiling tiling, + isl_surf_usage_flags_t usage) { /* Sandy bridge needs a special layout for HiZ and stencil. */ if (ISL_DEV_GEN(dev) == 6 && @@ -584,6 +585,16 @@ isl_surf_choose_dim_layout(const struct isl_device *dev, switch (logical_dim) { case ISL_SURF_DIM_1D: case ISL_SURF_DIM_2D: + /* From the G45 PRM Vol. 1a, "6.17.4.1 Hardware Cube Map Layout": + * + * The cube face textures are stored in the same way as 3D surfaces + * are stored (see section 6.17.5 for details). For cube surfaces, + * however, the depth is equal to the number of faces (always 6) and + * is not reduced for each MIP. + */ + if (ISL_DEV_GEN(dev) == 4 && (usage & ISL_SURF_USAGE_CUBE_BIT)) + return ISL_DIM_LAYOUT_GEN4_3D; + return ISL_DIM_LAYOUT_GEN4_2D; case ISL_SURF_DIM_3D: return ISL_DIM_LAYOUT_GEN4_3D; @@ -635,8 +646,11 @@ isl_calc_phys_level0_extent_sa(const struct isl_device *dev, break; case ISL_SURF_DIM_2D: - assert(dim_layout == ISL_DIM_LAYOUT_GEN4_2D || - dim_layout == ISL_DIM_LAYOUT_GEN6_STENCIL_HIZ); + if (ISL_DEV_GEN(dev) == 4 && (info->usage & ISL_SURF_USAGE_CUBE_BIT)) + assert(dim_layout == ISL_DIM_LAYOUT_GEN4_3D); + else + assert(dim_layout == ISL_DIM_LAYOUT_GEN4_2D || + dim_layout == ISL_DIM_LAYOUT_GEN6_STENCIL_HIZ); if (tiling == ISL_TILING_Ys && info->samples > 1) isl_finishme("%s:%s: multisample TileYs layout", __FILE__, __func__); @@ -952,7 +966,21 @@ isl_calc_phys_total_extent_el_gen4_3d( const struct isl_format_layout *fmtl = isl_format_get_layout(info->format); assert(info->samples == 1); - assert(phys_level0_sa->array_len == 1); + + if (info->dim != ISL_SURF_DIM_3D) { + /* From the G45 PRM Vol. 1a, "6.17.4.1 Hardware Cube Map Layout": + * + * The cube face textures are stored in the same way as 3D surfaces + * are stored (see section 6.17.5 for details). For cube surfaces, + * however, the depth is equal to the number of faces (always 6) and + * is not reduced for each MIP. + */ + assert(ISL_DEV_GEN(dev) == 4); + assert(info->usage & ISL_SURF_USAGE_CUBE_BIT); + assert(phys_level0_sa->array_len == 6); + } else { + assert(phys_level0_sa->array_len == 1); + } uint32_t total_w = 0; uint32_t total_h = 0; @@ -960,11 +988,12 @@ isl_calc_phys_total_extent_el_gen4_3d( uint32_t W0 = phys_level0_sa->w; uint32_t H0 = phys_level0_sa->h; uint32_t D0 = phys_level0_sa->d; + uint32_t A0 = phys_level0_sa->a; for (uint32_t l = 0; l < info->levels; ++l) { uint32_t level_w = isl_align_npot(isl_minify(W0, l), image_align_sa->w); uint32_t level_h = isl_align_npot(isl_minify(H0, l), image_align_sa->h); - uint32_t level_d = isl_align_npot(isl_minify(D0, l), image_align_sa->d); + uint32_t level_d = info->dim == ISL_SURF_DIM_3D ? isl_minify(D0, l) : A0; uint32_t max_layers_horiz = MIN(level_d, 1u << l); uint32_t max_layers_vert = isl_align(level_d, 1u << l) / (1u << l); @@ -1427,7 +1456,7 @@ isl_surf_init_s(const struct isl_device *dev, isl_tiling_get_info(tiling, fmtl->bpb, &tile_info); const enum isl_dim_layout dim_layout = - isl_surf_choose_dim_layout(dev, info->dim, tiling); + isl_surf_choose_dim_layout(dev, info->dim, tiling, info->usage); enum isl_msaa_layout msaa_layout; if (!isl_choose_msaa_layout(dev, info, tiling, &msaa_layout)) -- 2.30.2