vc4: Fix multi-level texture setup.

We weren't accounting for the level 0 offset in the texture setup (so it
only worked if it happened to be a single-level texture), and doing so
required that we get the level 0 offset page aligned so that the offset
bits don't get interpreted as the texture format and such.
This commit is contained in:
Eric Anholt
2014-08-18 10:31:36 -07:00
parent a538bab065
commit 63fe494877
2 changed files with 12 additions and 2 deletions

View File

@@ -1403,7 +1403,7 @@ write_texture_p0(struct vc4_context *vc4,
struct vc4_resource *rsc = vc4_resource(texture->texture);
cl_reloc(vc4, &vc4->uniforms, rsc->bo,
texture->u.tex.last_level);
rsc->slices[0].offset | texture->u.tex.last_level);
}
static void

View File

@@ -147,7 +147,17 @@ vc4_setup_slices(struct vc4_resource *rsc)
*/
offset += slice->size0 * depth;
}
/* XXX: align level 0 offset? */
/* The texture base pointer that has to point to level 0 doesn't have
* intra-page bits, so we have to align it, and thus shift up all the
* smaller slices.
*/
uint32_t page_align_offset = (align(rsc->slices[0].offset, 4096) -
rsc->slices[0].offset);
if (page_align_offset) {
for (int i = 0; i <= prsc->last_level; i++)
rsc->slices[i].offset += page_align_offset;
}
}
static struct vc4_resource *