From: Jason Ekstrand Date: Thu, 22 Feb 2018 21:53:03 +0000 (-0800) Subject: intel/isl: Support Ys, Yf & Tile64 in isl_surf_get_uncompressed_surf X-Git-Tag: upstream/23.3.3~2594 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=6f90d6d228781fff28493f516e36151f7d68e2bf;p=platform%2Fupstream%2Fmesa.git intel/isl: Support Ys, Yf & Tile64 in isl_surf_get_uncompressed_surf Reviewed-by: Topi Pohjolainen Reviewed-by: Lionel Landwerlin Reviewed-by: Nanley Chery Part-of: --- diff --git a/src/intel/isl/isl.c b/src/intel/isl/isl.c index fdd2490..5667854 100644 --- a/src/intel/isl/isl.c +++ b/src/intel/isl/isl.c @@ -3197,7 +3197,53 @@ isl_surf_get_uncompressed_surf(const struct isl_device *dev, /* If we ever enable 3D block formats, we'll need to re-think this */ assert(fmtl->bd == 1); - { + if (isl_tiling_is_std_y(surf->tiling) || surf->tiling == ISL_TILING_64) { + /* Offset to the given miplevel. Because we're using standard tilings + * with no miptail, arrays and 3D textures should just work so long as + * we have the right array stride in the end. + */ + isl_surf_get_image_offset_B_tile_el(surf, view->base_level, 0, 0, + offset_B, x_offset_el, y_offset_el); + /* Tile64, Ys and Yf should have no intratile X or Y offset */ + assert(*x_offset_el == 0 && *y_offset_el == 0); + + /* Save off the array pitch */ + const uint32_t array_pitch_el_rows = surf->array_pitch_el_rows; + + const uint32_t view_depth_px = + isl_minify(surf->logical_level0_px.depth, view->base_level); + const uint32_t view_depth_el = + isl_align_div_npot(view_depth_px, fmtl->bd); + + bool ok UNUSED; + ok = isl_surf_init(dev, ucompr_surf, + .dim = surf->dim, + .format = view->format, + .width = view_width_el, + .height = view_height_el, + .depth = view_depth_el, + .levels = 1, + .array_len = surf->logical_level0_px.array_len, + .samples = surf->samples, + .row_pitch_B = surf->row_pitch_B, + .usage = surf->usage, + .tiling_flags = (1u << surf->tiling)); + assert(ok); + + /* Use the array pitch from the original surface. This way 2D arrays + * and 3D textures should work properly, just with one LOD. + */ + assert(ucompr_surf->array_pitch_el_rows <= array_pitch_el_rows); + ucompr_surf->array_pitch_el_rows = array_pitch_el_rows; + + /* The newly created image represents only the one miplevel so we + * need to adjust the view accordingly. Because we offset it to + * miplevel but used a Z and array slice of 0, the array range can be + * left alone. + */ + *ucompr_view = *view; + ucompr_view->base_level = 0; + } else { if (view->array_len > 1) { /* The Skylake PRM Vol. 2d, "RENDER_SURFACE_STATE::X Offset" says: *