Reviewed-by: Topi Pohjolainen <topi.pohjolai...@intel.com> --- src/intel/isl/isl.c | 47 ++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 46 insertions(+), 1 deletion(-)
diff --git a/src/intel/isl/isl.c b/src/intel/isl/isl.c index b8af8ad1176..3d0741bc207 100644 --- a/src/intel/isl/isl.c +++ b/src/intel/isl/isl.c @@ -2441,7 +2441,52 @@ isl_surf_get_uncompressed_surf(const struct isl_device *dev, const uint32_t ucompr_width = isl_align_div_npot(view_width, fmtl->bw); const uint32_t ucompr_height = isl_align_div_npot(view_height, fmtl->bh); - { + if (isl_tiling_is_std_y(surf->tiling)) { + /* 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); + /* 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 = + isl_minify(surf->logical_level0_px.depth, view->base_level); + const uint32_t ucompr_depth = isl_align_div_npot(view_depth, fmtl->bd); + + bool ok UNUSED; + ok = isl_surf_init(dev, ucompr_surf, + .dim = surf->dim, + .format = view->format, + .width = ucompr_width, + .height = ucompr_height, + .depth = ucompr_depth, + .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 { /* For legacy tilings, we just make a new 2D surface which represents * the single slice of the main surface. Due to hardware restrictions * with intratile offsets, we can only handle a single slice. -- 2.19.1 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev