[Mesa-dev] [RFC 05/24] nvc0: compute correct image dimensions based on the target
Ilia Mirkin
imirkin at alum.mit.edu
Wed Apr 13 20:23:01 UTC 2016
On Tue, Apr 12, 2016 at 7:56 PM, Samuel Pitoiset
<samuel.pitoiset at gmail.com> wrote:
> Loosely based on softpipe but with some changes, this computes correct
> width, height and depth of different targets to help in processing
> coordinates from the codegen part.
>
> This fixes a ton of dEQP/piglit tests.
>
> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
> ---
> src/gallium/drivers/nouveau/nvc0/nvc0_tex.c | 52 +++++++++++++++++++++++++++--
> 1 file changed, 49 insertions(+), 3 deletions(-)
>
> diff --git a/src/gallium/drivers/nouveau/nvc0/nvc0_tex.c b/src/gallium/drivers/nouveau/nvc0/nvc0_tex.c
> index 7cac31d..fa89324 100644
> --- a/src/gallium/drivers/nouveau/nvc0/nvc0_tex.c
> +++ b/src/gallium/drivers/nouveau/nvc0/nvc0_tex.c
> @@ -743,6 +743,49 @@ static const uint8_t nve4_su_format_map[PIPE_FORMAT_COUNT];
> static const uint16_t nve4_su_format_aux_map[PIPE_FORMAT_COUNT];
> static const uint16_t nve4_suldp_lib_offset[PIPE_FORMAT_COUNT];
>
> +static void
> +nvc0_get_surface_dims(struct pipe_image_view *view, int *width, int *height,
> + int *depth)
> +{
> + struct nv04_resource *res = nv04_resource(view->resource);
> + int level;
> +
> + *width = *height = *depth = 1;
> + if (res->base.target == PIPE_BUFFER) {
> + *width = view->u.buf.last_element - view->u.buf.first_element + 1;
> + return;
> + }
> +
> + level = view->u.tex.level;
> + *width = u_minify(view->resource->width0, level);
You can safely do
*height = u_minify(view->resource->height0, level);
here and be just fine. height0 will be 1 for 1d textures. This should
simplify the switch below as well.
> + switch (res->base.target) {
> + case PIPE_TEXTURE_1D_ARRAY:
> + *depth = view->u.tex.last_layer - view->u.tex.first_layer + 1;
> + /* fallthrough */
> + case PIPE_TEXTURE_1D:
> + break;
> + case PIPE_TEXTURE_CUBE:
> + case PIPE_TEXTURE_2D_ARRAY:
> + *depth = view->u.tex.last_layer - view->u.tex.first_layer + 1;
> + /* fallthrough */
> + case PIPE_TEXTURE_2D:
> + case PIPE_TEXTURE_RECT:
> + *height = u_minify(view->resource->height0, level);
> + break;
> + case PIPE_TEXTURE_3D:
> + *height = u_minify(view->resource->height0, level);
> + *depth = u_minify(view->resource->depth0, level);
> + break;
> + case PIPE_TEXTURE_CUBE_ARRAY:
> + *height = u_minify(view->resource->height0, level);
> + *depth = (view->u.tex.last_layer - view->u.tex.first_layer + 1) / 6;
Are you sure? A cube array will be presented as, effectively, a 2d
array... Same with cube above. I think for those, depth should be 6...
> + break;
> + default:
> + assert(!"unexpected texture target");
> + break;
> + }
> +}
> +
> void
> nve4_set_surface_info(struct nouveau_pushbuf *push,
> struct pipe_image_view *view,
> @@ -772,9 +815,8 @@ nve4_set_surface_info(struct nouveau_pushbuf *push,
>
> address = res->address;
>
> - width = u_minify(view->resource->width0, view->u.tex.level);
> - height = u_minify(view->resource->height0, view->u.tex.level);
> - depth = u_minify(view->resource->depth0, view->u.tex.level);
> + /* get surface dimensions based on the target. */
> + nvc0_get_surface_dims(view, &width, &height, &depth);
>
> info[8] = width;
> info[9] = height;
> @@ -848,6 +890,10 @@ nve4_set_surface_info(struct nouveau_pushbuf *push,
> address += mt->layer_stride * z;
> }
> }
> +
> + if (res->base.target == PIPE_TEXTURE_CUBE_ARRAY)
> + depth = view->u.tex.last_layer - view->u.tex.first_layer + 1;
You partially fix this up here, but I think that depth should be / 6
in the one place that needs that. Most places will want the full layer
"span".
Also note that the resource's target is irrelevant with texture views.
I might have created a 2d array, and cast it as a cube array. I don't
think anything's different as far as images are concerned.
-ilia
> +
> info[0] = address >> 8;
> info[2] = width - 1;
> /* NOTE: this is really important: */
> --
> 2.8.0
>
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