static void brw_miptree_layout_texture_array(struct intel_context *intel, struct intel_mipmap_tree *mt) { GLuint level; GLuint qpitch = 0; int h0, h1, q; h0 = ALIGN(mt->physical_height0, mt->align_h); h1 = ALIGN(minify(mt->physical_height0), mt->align_h); if (mt->array_spacing_lod0) qpitch = h0; else qpitch = (h0 + h1 + (intel->gen >= 7 ? 12 : 11) * mt->align_h); if (mt->compressed) qpitch /= 4; i945_miptree_layout_2d(mt); for (level = mt->first_level; level <= mt->last_level; level++) { for (q = 0; q < mt->physical_depth0; q++) { intel_miptree_set_image_offset(mt, level, q, 0, q * qpitch); } } mt->total_height = qpitch * mt->physical_depth0; }
GLboolean brw_miptree_layout(struct intel_context *intel, struct intel_mipmap_tree *mt, uint32_t tiling) { /* XXX: these vary depending on image format: */ /* GLint align_w = 4; */ switch (mt->target) { case GL_TEXTURE_CUBE_MAP: if (intel->gen == 5) { GLuint align_h = 2; GLuint level; GLuint qpitch = 0; int h0, h1, q; /* On Ironlake, cube maps are finally represented as just a series * of MIPLAYOUT_BELOW 2D textures (like 2D texture arrays), separated * by a pitch of qpitch rows, where qpitch is defined by the equation * given in Volume 1 of the BSpec. */ h0 = ALIGN(mt->height0, align_h); h1 = ALIGN(minify(h0), align_h); qpitch = (h0 + h1 + 11 * align_h); if (mt->compressed) qpitch /= 4; i945_miptree_layout_2d(intel, mt, tiling, 6); for (level = mt->first_level; level <= mt->last_level; level++) { for (q = 0; q < 6; q++) { intel_miptree_set_image_offset(mt, level, q, 0, q * qpitch); } } mt->total_height = qpitch * 6; break; } case GL_TEXTURE_3D: { GLuint width = mt->width0; GLuint height = mt->height0; GLuint depth = mt->depth0; GLuint pack_x_pitch, pack_x_nr; GLuint pack_y_pitch; GLuint level; GLuint align_h = 2; GLuint align_w = 4; mt->total_height = 0; intel_get_texture_alignment_unit(mt->internal_format, &align_w, &align_h); if (mt->compressed) { mt->pitch = ALIGN(width, align_w); pack_y_pitch = (height + 3) / 4; } else { mt->pitch = intel_miptree_pitch_align (intel, mt, tiling, mt->width0); pack_y_pitch = ALIGN(mt->height0, align_h); } pack_x_pitch = width; pack_x_nr = 1; for (level = mt->first_level ; level <= mt->last_level ; level++) { GLuint nr_images = mt->target == GL_TEXTURE_3D ? depth : 6; GLint x = 0; GLint y = 0; GLint q, j; intel_miptree_set_level_info(mt, level, nr_images, 0, mt->total_height, width, height, depth); for (q = 0; q < nr_images;) { for (j = 0; j < pack_x_nr && q < nr_images; j++, q++) { intel_miptree_set_image_offset(mt, level, q, x, y); x += pack_x_pitch; } x = 0; y += pack_y_pitch; } mt->total_height += y; width = minify(width); height = minify(height); depth = minify(depth); if (mt->compressed) { pack_y_pitch = (height + 3) / 4; if (pack_x_pitch > ALIGN(width, align_w)) { pack_x_pitch = ALIGN(width, align_w); pack_x_nr <<= 1; } } else { if (pack_x_pitch > 4) { pack_x_pitch >>= 1; pack_x_nr <<= 1; assert(pack_x_pitch * pack_x_nr <= mt->pitch); } if (pack_y_pitch > 2) { pack_y_pitch >>= 1; pack_y_pitch = ALIGN(pack_y_pitch, align_h); } } } /* The 965's sampler lays cachelines out according to how accesses * in the texture surfaces run, so they may be "vertical" through * memory. As a result, the docs say in Surface Padding Requirements: * Sampling Engine Surfaces that two extra rows of padding are required. * We don't know of similar requirements for pre-965, but given that * those docs are silent on padding requirements in general, let's play * it safe. */ if (mt->target == GL_TEXTURE_CUBE_MAP) mt->total_height += 2; break; }