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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/freedreno/a4xx/fd4_resource.c
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/*
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* Copyright (C) 2012 Rob Clark <[email protected]>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Rob Clark <[email protected]>
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* Jonathan Marek <[email protected]>
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*/
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#include "fd4_resource.h"
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uint32_t
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fd4_setup_slices(struct fd_resource *rsc)
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{
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struct pipe_resource *prsc = &rsc->b.b;
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enum pipe_format format = prsc->format;
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uint32_t level, size = 0;
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uint32_t width = prsc->width0;
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uint32_t height = prsc->height0;
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uint32_t depth = prsc->depth0;
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/* in layer_first layout, the level (slice) contains just one
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* layer (since in fact the layer contains the slices)
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*/
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uint32_t layers_in_level, alignment;
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if (prsc->target == PIPE_TEXTURE_3D) {
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rsc->layout.layer_first = false;
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layers_in_level = prsc->array_size;
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alignment = 4096;
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} else {
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rsc->layout.layer_first = true;
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layers_in_level = 1;
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alignment = 1;
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}
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/* 32 pixel alignment */
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fdl_set_pitchalign(&rsc->layout, fdl_cpp_shift(&rsc->layout) + 5);
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for (level = 0; level <= prsc->last_level; level++) {
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struct fdl_slice *slice = fd_resource_slice(rsc, level);
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uint32_t pitch = fdl_pitch(&rsc->layout, level);
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uint32_t nblocksy = util_format_get_nblocksy(format, height);
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slice->offset = size;
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/* 3d textures can have different layer sizes for high levels, but the
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* hw auto-sizer is buggy (or at least different than what this code
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* does), so as soon as the layer size range gets into range, we stop
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* reducing it.
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*/
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if (prsc->target == PIPE_TEXTURE_3D &&
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(level > 1 && fd_resource_slice(rsc, level - 1)->size0 <= 0xf000))
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slice->size0 = fd_resource_slice(rsc, level - 1)->size0;
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else
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slice->size0 = align(nblocksy * pitch, alignment);
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size += slice->size0 * depth * layers_in_level;
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width = u_minify(width, 1);
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height = u_minify(height, 1);
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depth = u_minify(depth, 1);
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}
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return size;
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}
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