Mesa (master): vallium: handle 3D image views properly.
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Mon Aug 31 03:35:23 UTC 2020
Module: Mesa
Branch: master
Commit: 857008850f37886f3febeaaf3b4e42f3db4e7603
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=857008850f37886f3febeaaf3b4e42f3db4e7603
Author: Dave Airlie <airlied at redhat.com>
Date: Thu Aug 20 10:53:08 2020 +1000
vallium: handle 3D image views properly.
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 at vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6381>
---
src/gallium/frontends/vallium/val_execute.c | 10 ++++++++--
1 file changed, 8 insertions(+), 2 deletions(-)
diff --git a/src/gallium/frontends/vallium/val_execute.c b/src/gallium/frontends/vallium/val_execute.c
index 16699bf3e1f..2415c010b74 100644
--- a/src/gallium/frontends/vallium/val_execute.c
+++ b/src/gallium/frontends/vallium/val_execute.c
@@ -837,8 +837,14 @@ static void fill_image_view_stage(struct rendering_state *state,
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;
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