We weren't accounting for the level 0 offset in the texture setup (so it
only worked if it happened to be a single-level texture), and doing so
required that we get the level 0 offset page aligned so that the offset
bits don't get interpreted as the texture format and such.
struct vc4_resource *rsc = vc4_resource(texture->texture);
cl_reloc(vc4, &vc4->uniforms, rsc->bo,
- texture->u.tex.last_level);
+ rsc->slices[0].offset | texture->u.tex.last_level);
}
static void
*/
offset += slice->size0 * depth;
}
- /* XXX: align level 0 offset? */
+
+ /* The texture base pointer that has to point to level 0 doesn't have
+ * intra-page bits, so we have to align it, and thus shift up all the
+ * smaller slices.
+ */
+ uint32_t page_align_offset = (align(rsc->slices[0].offset, 4096) -
+ rsc->slices[0].offset);
+ if (page_align_offset) {
+ for (int i = 0; i <= prsc->last_level; i++)
+ rsc->slices[i].offset += page_align_offset;
+ }
}
static struct vc4_resource *