/* * Copyright (C) 2012 Rob Clark * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * 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; }