Do pretty much what the gallium state tracker does here, and
fill out first/last layer for 3D image views correctly.
Fixes:
dEQP-VK.binding_model.shader_access.primary_cmd_buf.storage_image*3d*
Fixes: b38879f8c5f57b7f1802 ("vallium: initial import of the vulkan frontend")
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6381>
state->iv[p_stage][idx].format = util_format_stencil_only(vk_format_to_pipe(iv->format));
else
state->iv[p_stage][idx].format = vk_format_to_pipe(iv->format);
state->iv[p_stage][idx].format = util_format_stencil_only(vk_format_to_pipe(iv->format));
else
state->iv[p_stage][idx].format = vk_format_to_pipe(iv->format);
- state->iv[p_stage][idx].u.tex.first_layer = iv->subresourceRange.baseArrayLayer;
- state->iv[p_stage][idx].u.tex.last_layer = iv->subresourceRange.baseArrayLayer + val_get_layerCount(iv->image, &iv->subresourceRange) - 1;
+
+ if (iv->view_type == VK_IMAGE_VIEW_TYPE_3D) {
+ state->iv[p_stage][idx].u.tex.first_layer = 0;
+ state->iv[p_stage][idx].u.tex.last_layer = u_minify(iv->image->bo->depth0, iv->subresourceRange.baseMipLevel) - 1;
+ } else {
+ state->iv[p_stage][idx].u.tex.first_layer = iv->subresourceRange.baseArrayLayer;
+ state->iv[p_stage][idx].u.tex.last_layer = iv->subresourceRange.baseArrayLayer + val_get_layerCount(iv->image, &iv->subresourceRange) - 1;
+ }
state->iv[p_stage][idx].u.tex.level = iv->subresourceRange.baseMipLevel;
if (state->num_shader_images[p_stage] <= idx)
state->num_shader_images[p_stage] = idx + 1;
state->iv[p_stage][idx].u.tex.level = iv->subresourceRange.baseMipLevel;
if (state->num_shader_images[p_stage] <= idx)
state->num_shader_images[p_stage] = idx + 1;