[Mesa-dev] [PATCH v3] i965: Fix calculation of the image height at start level

Ilia Mirkin imirkin at alum.mit.edu
Fri Sep 2 21:49:19 UTC 2016


On Fri, Sep 2, 2016 at 5:40 PM, Antia Puentes <apuentes at igalia.com> wrote:
> - Fixes CTS tests:
>
> * GL44-CTS.shader_image_size.advanced-nonMS-cs-float
> * GL44-CTS.shader_image_size.advanced-nonMS-cs-int
> * GL44-CTS.shader_image_size.advanced-nonMS-cs-uint
> * GL44-CTS.shader_image_size.advanced-nonMS-gs-float
> * GL44-CTS.shader_image_size.advanced-nonMS-gs-int
> * GL44-CTS.shader_image_size.advanced-nonMS-gs-uint
> * GL44-CTS.shader_image_size.advanced-nonMS-tes-float
> * GL44-CTS.shader_image_size.advanced-nonMS-tes-int
> * GL44-CTS.shader_image_size.advanced-nonMS-tes-uint
> * GL44-CTS.shader_image_size.advanced-nonMS-vs-float
> * GL44-CTS.shader_image_size.advanced-nonMS-vs-int
> * GL44-CTS.shader_image_size.advanced-nonMS-vs-uint
>
> v1: (written by Dave Airlie) Always shift height images for levels.
> Fixed the CTS tests.
>
> v2: Only shift height if the texture is not an 1D_ARRAY,
> it fixes assertion in GL44-CTS.texture_view.gettexparameter
> due to the original patch (Antia).
>
> v3: Remove the loop. Do not shift height either for 1D textures.
> Use an explicit switch and add an assertion (levels == 0) for
> multisampled textures (Jason).
>
> Signed-off-by: Dave Airlie <airlied at redhat.com>
> Signed-off-by: Antia Puentes <apuentes at igalia.com>
> ---
>  src/mesa/drivers/dri/i965/intel_tex_image.c | 27 +++++++++++++++++++++------
>  1 file changed, 21 insertions(+), 6 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/intel_tex_image.c b/src/mesa/drivers/dri/i965/intel_tex_image.c
> index 7affe08..cfcbf3c 100644
> --- a/src/mesa/drivers/dri/i965/intel_tex_image.c
> +++ b/src/mesa/drivers/dri/i965/intel_tex_image.c
> @@ -47,12 +47,27 @@ intel_miptree_create_for_teximage(struct brw_context *brw,
>     DBG("%s\n", __func__);
>
>     /* Figure out image dimensions at start level. */
> -   for (i = intelImage->base.Base.Level; i > 0; i--) {
> -      width <<= 1;
> -      if (height != 1)
> -         height <<= 1;
> -      if (intelObj->base.Target == GL_TEXTURE_3D)
> -         depth <<= 1;
> +   switch(intelObj->base.Target) {
> +   case GL_TEXTURE_2D_MULTISAMPLE:
> +   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
> +      assert(intelImage->base.Base.Level == 0);
> +      break;
> +   case GL_TEXTURE_3D:
> +      depth <<= intelImage->base.Base.Level;
> +      /* Fall through */
> +   case GL_TEXTURE_2D:
> +   case GL_TEXTURE_2D_ARRAY:
> +   case GL_TEXTURE_RECTANGLE:

FWIW, GL_TEXTURE_RECTANGLE can't have levels either. IMO you should
move it to the section above with the MS targets.

> +   case GL_TEXTURE_CUBE_MAP:
> +   case GL_TEXTURE_CUBE_MAP_ARRAY:
> +      height <<= intelImage->base.Base.Level;
> +      /* Fall through */
> +   case GL_TEXTURE_1D:
> +   case GL_TEXTURE_1D_ARRAY:
> +      width <<= intelImage->base.Base.Level;
> +      break;
> +   default:
> +      unreachable("Unexpected target");
>     }
>
>     /* Guess a reasonable value for lastLevel.  This is probably going
> --
> 2.7.4
>
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