broadcom/vc5: Try to fix up compressed texture load/store.
We were trying to load/store the logical width/height number of compressed blocks. As long as the textures were large, single-level, and the load/store at (0,0), it kind of worked.
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@@ -238,6 +238,14 @@ vc5_resource_transfer_map(struct pipe_context *pctx,
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*pptrans = ptrans;
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/* Our load/store routines work on entire compressed blocks. */
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ptrans->box.x /= util_format_get_blockwidth(format);
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ptrans->box.y /= util_format_get_blockheight(format);
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ptrans->box.width = DIV_ROUND_UP(ptrans->box.width,
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util_format_get_blockwidth(format));
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ptrans->box.height = DIV_ROUND_UP(ptrans->box.height,
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util_format_get_blockheight(format));
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struct vc5_resource_slice *slice = &rsc->slices[level];
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if (rsc->tiled) {
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/* No direct mappings of tiled, since we need to manually
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@@ -266,8 +274,8 @@ vc5_resource_transfer_map(struct pipe_context *pctx,
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ptrans->layer_stride = ptrans->stride;
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return buf + slice->offset +
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ptrans->box.y / util_format_get_blockheight(format) * ptrans->stride +
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ptrans->box.x / util_format_get_blockwidth(format) * rsc->cpp +
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ptrans->box.y * ptrans->stride +
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ptrans->box.x * rsc->cpp +
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ptrans->box.z * rsc->cube_map_stride;
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}
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@@ -332,6 +340,8 @@ vc5_setup_slices(struct vc5_resource *rsc)
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uint32_t utile_h = vc5_utile_height(rsc->cpp);
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uint32_t uif_block_w = utile_w * 2;
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uint32_t uif_block_h = utile_h * 2;
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uint32_t block_width = util_format_get_blockwidth(prsc->format);
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uint32_t block_height = util_format_get_blockheight(prsc->format);
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bool msaa = prsc->nr_samples > 1;
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/* MSAA textures/renderbuffers are always laid out as single-level
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* UIF.
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@@ -355,6 +365,9 @@ vc5_setup_slices(struct vc5_resource *rsc)
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level_height *= 2;
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}
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level_width = DIV_ROUND_UP(level_width, block_width);
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level_height = DIV_ROUND_UP(level_height, block_height);
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if (!rsc->tiled) {
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slice->tiling = VC5_TILING_RASTER;
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if (prsc->target == PIPE_TEXTURE_1D)
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