intel/blorp: Support blits and clears on surfaces with offsets
For certain EGLImage cases, we represent a single slice or LOD of an image with a byte offset to a tile and X/Y intratile offsets to the given slice. Most of i965 is fine with this but it breaks blorp. This is a terrible way to represent slices of a surface in EGL and we should stop some day but that's a very scary and thorny path. This gets blorp to start working with those surfaces and fixes some dEQP EGL test bugs. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106629 Cc: mesa-stable@lists.freedesktop.org Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -137,6 +137,28 @@ brw_blorp_surface_info_init(struct blorp_context *blorp,
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*/
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if (is_render_target && blorp->isl_dev->info->gen <= 6)
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info->view.array_len = MIN2(info->view.array_len, 512);
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if (surf->tile_x_sa || surf->tile_y_sa) {
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/* This is only allowed on simple 2D surfaces without MSAA */
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assert(info->surf.dim == ISL_SURF_DIM_2D);
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assert(info->surf.samples == 1);
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assert(info->surf.levels == 1);
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assert(info->surf.logical_level0_px.array_len == 1);
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assert(info->aux_usage == ISL_AUX_USAGE_NONE);
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info->tile_x_sa = surf->tile_x_sa;
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info->tile_y_sa = surf->tile_y_sa;
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/* Instead of using the X/Y Offset fields in RENDER_SURFACE_STATE, we
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* place the image at the tile boundary and offset our sampling or
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* rendering. For this reason, we need to grow the image by the offset
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* to ensure that the hardware doesn't think we've gone past the edge.
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*/
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info->surf.logical_level0_px.w += surf->tile_x_sa;
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info->surf.logical_level0_px.h += surf->tile_y_sa;
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info->surf.phys_level0_sa.w += surf->tile_x_sa;
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info->surf.phys_level0_sa.h += surf->tile_y_sa;
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}
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}
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