* (data) itself. So, we serialise the descriptor here and cache it for
* later. */
- /* TODO: Other types of textures */
- assert(template->target == PIPE_TEXTURE_2D);
-
/* Make sure it's something with which we're familiar */
assert(bytes_per_pixel >= 1 && bytes_per_pixel <= 4);
height = u_minify(height, 1);
}
- bo->size = ALIGN(offset, 4096);
+ assert(tmpl->array_size);
+
+ bo->cubemap_stride = ALIGN(offset, 64);
+ bo->size = ALIGN(bo->cubemap_stride * tmpl->array_size, 4096);
}
static struct panfrost_bo *
case PIPE_TEXTURE_1D:
case PIPE_TEXTURE_2D:
case PIPE_TEXTURE_3D:
+ case PIPE_TEXTURE_CUBE:
case PIPE_TEXTURE_RECT:
break;
default:
transfer->base.box = *box;
transfer->base.stride = bo->slices[level].stride;
transfer->base.layer_stride = bytes_per_pixel * resource->width0; /* TODO: Cubemaps */
- assert(!transfer->base.box.z);
pipe_resource_reference(&transfer->base.resource, resource);
} else {
return bo->cpu
+ bo->slices[level].offset
+ + transfer->base.box.z * bo->cubemap_stride
+ transfer->base.box.y * bo->slices[level].stride
+ transfer->base.box.x * bytes_per_pixel;
}
/* GPU address for the object */
mali_ptr gpu;
- /* Size of the entire tree */
+ /* Size of all entire trees */
size_t size;
+ /* Distance from tree to tree */
+ unsigned cubemap_stride;
+
/* Set if this bo was imported rather than allocated */
bool imported;