/* * Copyright © 2012 Rob Clark * SPDX-License-Identifier: MIT * * Authors: * Rob Clark * Jonathan Marek */ #include "fd4_resource.h" uint32_t fd4_setup_slices(struct fd_resource *rsc) { struct pipe_resource *prsc = &rsc->b.b; enum pipe_format format = prsc->format; uint32_t level, size = 0; uint32_t width = prsc->width0; uint32_t height = prsc->height0; uint32_t depth = prsc->depth0; /* in layer_first layout, the level (slice) contains just one * layer (since in fact the layer contains the slices) */ uint32_t layers_in_level, alignment; if (prsc->target == PIPE_TEXTURE_3D) { rsc->layout.layer_first = false; layers_in_level = prsc->array_size; alignment = 4096; } else { rsc->layout.layer_first = true; layers_in_level = 1; alignment = 1; } /* 32 pixel alignment */ fdl_set_pitchalign(&rsc->layout, fdl_cpp_shift(&rsc->layout) + 5); for (level = 0; level <= prsc->last_level; level++) { struct fdl_slice *slice = fd_resource_slice(rsc, level); uint32_t pitch = fdl_pitch(&rsc->layout, level); uint32_t nblocksy = util_format_get_nblocksy(format, height); slice->offset = size; /* 3d textures can have different layer sizes for high levels, but the * hw auto-sizer is buggy (or at least different than what this code * does), so as soon as the layer size range gets into range, we stop * reducing it. */ if (prsc->target == PIPE_TEXTURE_3D && (level > 1 && fd_resource_slice(rsc, level - 1)->size0 <= 0xf000)) slice->size0 = fd_resource_slice(rsc, level - 1)->size0; else slice->size0 = align(nblocksy * pitch, alignment); size += slice->size0 * depth * layers_in_level; width = u_minify(width, 1); height = u_minify(height, 1); depth = u_minify(depth, 1); } return size; }