[Mesa-dev] [PATCH 1/2] st/mesa: directly compute level=0 texture size in st_finalize_texture
Nicolai Hähnle
nhaehnle at gmail.com
Tue Jun 7 22:06:00 UTC 2016
Scratch that, there's a good reason to try to preserve the previous
texture size... working on yet another alternative.
On 07.06.2016 23:19, Nicolai Hähnle wrote:
> From: Nicolai Hähnle <nicolai.haehnle at amd.com>
>
> The width0/height0/depth0 on stObj may not have been set at this point.
> Observed in a trace that set up levels 2..9 of a 2d texture, and set the base
> level to 2, with height 1. This made the guess logic always bail.
>
> Originally investigated by Ilia Mirkin, this patch makes sure we always get a
> pipe texture whose level=0 dimensions are compatible with the base level image
> of the texture.
>
> Fixes the gl-1.2-texture-base-level piglit test provided by Brian Paul.
>
> Cc: "12.0" <mesa-stable at lists.freedesktop.org>
> ---
> src/mesa/state_tracker/st_cb_texture.c | 31 +++++++++++++++----------------
> 1 file changed, 15 insertions(+), 16 deletions(-)
>
> diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
> index 44e21b1..1604993 100644
> --- a/src/mesa/state_tracker/st_cb_texture.c
> +++ b/src/mesa/state_tracker/st_cb_texture.c
> @@ -2478,22 +2478,21 @@ st_finalize_texture(struct gl_context *ctx,
> /* Find size of level=0 Gallium mipmap image, plus number of texture layers */
> {
> GLuint width, height, depth;
> - if (!guess_base_level_size(stObj->base.Target,
> - firstImage->base.Width2,
> - firstImage->base.Height2,
> - firstImage->base.Depth2,
> - firstImage->base.Level,
> - &width, &height, &depth)) {
> - width = stObj->width0;
> - height = stObj->height0;
> - depth = stObj->depth0;
> - } else {
> - /* The width/height/depth may have been previously reset in
> - * guess_and_alloc_texture. */
> - stObj->width0 = width;
> - stObj->height0 = height;
> - stObj->depth0 = depth;
> - }
> +
> + width = firstImage->base.Width2;
> + if (width > 1)
> + width <<= firstImage->base.Level;
> + height = firstImage->base.Height2;
> + if (stObj->base.Target != GL_TEXTURE_1D_ARRAY && height > 1)
> + height <<= firstImage->base.Level;
> + depth = firstImage->base.Depth2;
> + if (stObj->base.Target == GL_TEXTURE_3D && depth > 1)
> + depth <<= firstImage->base.Level;
> +
> + stObj->width0 = width;
> + stObj->height0 = height;
> + stObj->depth0 = depth;
> +
> /* convert GL dims to Gallium dims */
> st_gl_texture_dims_to_pipe_dims(stObj->base.Target, width, height, depth,
> &ptWidth, &ptHeight, &ptDepth, &ptLayers);
>
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