struct radv_image *src_image,
struct radv_image_view *src_iview,
VkImageLayout src_image_layout,
- VkOffset3D src_offset_0,
- VkOffset3D src_offset_1,
+ float src_offset_0[3],
+ float src_offset_1[3],
struct radv_image *dest_image,
struct radv_image_view *dest_iview,
VkImageLayout dest_image_layout,
assert(src_image->info.samples == dest_image->info.samples);
float vertex_push_constants[5] = {
- (float)src_offset_0.x / (float)src_width,
- (float)src_offset_0.y / (float)src_height,
- (float)src_offset_1.x / (float)src_width,
- (float)src_offset_1.y / (float)src_height,
- (float)src_offset_0.z / (float)src_depth,
+ src_offset_0[0] / (float)src_width,
+ src_offset_0[1] / (float)src_height,
+ src_offset_1[0] / (float)src_width,
+ src_offset_1[1] / (float)src_height,
+ src_offset_0[2] / (float)src_depth,
};
radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer),
}
bool flip_z = flip_coords(&src_start, &src_end, &dst_start, &dst_end);
- float src_z_step = (float)(src_end + 1 - src_start) /
- (float)(dst_end + 1 - dst_start);
+ float src_z_step = (float)(src_end - src_start) /
+ (float)(dst_end - dst_start);
+
+ /* There is no interpolation to the pixel center during
+ * rendering, so add the 0.5 offset ourselves here. */
+ float depth_center_offset = 0;
+ if (src_image->type == VK_IMAGE_TYPE_3D)
+ depth_center_offset = 0.5 / (dst_end - dst_start) * (src_end - src_start);
if (flip_z) {
src_start = src_end;
src_z_step *= -1;
+ depth_center_offset *= -1;
}
unsigned src_x0 = pRegions[r].srcOffsets[0].x;
VkRect2D dest_box;
dest_box.offset.x = MIN2(dst_x0, dst_x1);
dest_box.offset.y = MIN2(dst_y0, dst_y1);
- dest_box.extent.width = abs(dst_x1 - dst_x0);
- dest_box.extent.height = abs(dst_y1 - dst_y0);
+ dest_box.extent.width = dst_x1 - dst_x0;
+ dest_box.extent.height = dst_y1 - dst_y0;
const unsigned num_layers = dst_end - dst_start;
for (unsigned i = 0; i < num_layers; i++) {
.x = dst_x1,
.y = dst_y1,
};
- VkOffset3D src_offset_0 = {
- .x = src_x0,
- .y = src_y0,
- .z = src_start + i * src_z_step,
+
+ float src_offset_0[3] = {
+ src_x0,
+ src_y0,
+ src_start + i * src_z_step + depth_center_offset,
};
- VkOffset3D src_offset_1 = {
- .x = src_x1,
- .y = src_y1,
- .z = src_start + i * src_z_step,
+ float src_offset_1[3] = {
+ src_x1,
+ src_y1,
+ src_start + i * src_z_step + depth_center_offset,
};
const uint32_t dest_array_slice = dst_start + i;