[Mesa-dev] [PATCH 1/6] i965/skl: Layout 3D textures the same as array textures
Ben Widawsky
ben at bwidawsk.net
Tue Feb 24 22:06:02 PST 2015
On Fri, Feb 20, 2015 at 10:31:03PM +0000, Neil Roberts wrote:
> On Gen9+ the 3D textures use the same mipmap layout as 2D array
> textures.
> ---
> src/mesa/drivers/dri/i965/brw_tex_layout.c | 10 ++++++++--
> 1 file changed, 8 insertions(+), 2 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_tex_layout.c b/src/mesa/drivers/dri/i965/brw_tex_layout.c
> index 0e2841f..57922e9 100644
> --- a/src/mesa/drivers/dri/i965/brw_tex_layout.c
> +++ b/src/mesa/drivers/dri/i965/brw_tex_layout.c
> @@ -224,6 +224,9 @@ brw_miptree_layout_2d(struct intel_mipmap_tree *mt)
>
> width = minify(width, 1);
> height = minify(height, 1);
> +
> + if (mt->target == GL_TEXTURE_3D)
> + depth = minify(depth, 1);
> }
> }
assert(brw->gen >= 9)? (up to you, I'm very assert happy)
>
> @@ -263,7 +266,7 @@ brw_miptree_layout_texture_array(struct brw_context *brw,
> if (mt->compressed)
> img_height /= mt->align_h;
>
> - for (int q = 0; q < mt->physical_depth0; q++) {
> + for (int q = 0; q < mt->level[level].depth; q++) {
> if (mt->array_layout == ALL_SLICES_AT_EACH_LOD) {
> intel_miptree_set_image_offset(mt, level, q, 0, q * img_height);
> } else {
Can you remind me how you can have different depths per level? Assuming they're
the same, I prefer this hunk removed because it's much clearer the old way in my
opinion.
> @@ -368,7 +371,10 @@ brw_miptree_layout(struct brw_context *brw, struct intel_mipmap_tree *mt)
> break;
>
> case GL_TEXTURE_3D:
> - brw_miptree_layout_texture_3d(brw, mt);
> + if (brw->gen >= 9)
> + brw_miptree_layout_texture_array(brw, mt);
> + else
> + brw_miptree_layout_texture_3d(brw, mt);
> break;
>
> case GL_TEXTURE_1D_ARRAY:
Reviewed-by: Ben Widawsky <ben at bwidawsk.net>
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