i965: Refactor out the cube map setup for general texture array setup.

This is just moving the code out with s/6/slices/.
This commit is contained in:
Eric Anholt 2011-09-29 13:40:12 -07:00
parent 372cf26698
commit 2e0aefc1b9

View file

@ -39,6 +39,35 @@
#define FILE_DEBUG_FLAG DEBUG_MIPTREE
static void
brw_miptree_layout_texture_array(struct intel_context *intel,
struct intel_mipmap_tree *mt,
int slices)
{
GLuint align_w;
GLuint align_h;
GLuint level;
GLuint qpitch = 0;
int h0, h1, q;
intel_get_texture_alignment_unit(mt->format, &align_w, &align_h);
h0 = ALIGN(mt->height0, align_h);
h1 = ALIGN(minify(mt->height0), align_h);
qpitch = (h0 + h1 + (intel->gen >= 7 ? 12 : 11) * align_h);
if (mt->compressed)
qpitch /= 4;
i945_miptree_layout_2d(mt, slices);
for (level = mt->first_level; level <= mt->last_level; level++) {
for (q = 0; q < slices; q++) {
intel_miptree_set_image_offset(mt, level, q, 0, q * qpitch);
}
}
mt->total_height = qpitch * slices;
}
void
brw_miptree_layout(struct intel_context *intel, struct intel_mipmap_tree *mt)
{
@ -48,36 +77,15 @@ brw_miptree_layout(struct intel_context *intel, struct intel_mipmap_tree *mt)
switch (mt->target) {
case GL_TEXTURE_CUBE_MAP:
if (intel->gen >= 5) {
GLuint align_w;
GLuint align_h;
GLuint level;
GLuint qpitch = 0;
int h0, h1, q;
intel_get_texture_alignment_unit(mt->format, &align_w, &align_h);
/* On Ironlake, cube maps are finally represented as just a series
* of MIPLAYOUT_BELOW 2D textures (like 2D texture arrays), separated
* by a pitch of qpitch rows, where qpitch is defined by the equation
* given in Volume 1 of the BSpec.
*/
h0 = ALIGN(mt->height0, align_h);
h1 = ALIGN(minify(mt->height0), align_h);
qpitch = (h0 + h1 + (intel->gen >= 7 ? 12 : 11) * align_h);
if (mt->compressed)
qpitch /= 4;
i945_miptree_layout_2d(mt, 6);
for (level = mt->first_level; level <= mt->last_level; level++) {
for (q = 0; q < 6; q++) {
intel_miptree_set_image_offset(mt, level, q, 0, q * qpitch);
}
}
mt->total_height = qpitch * 6;
break;
/* On Ironlake, cube maps are finally represented as just a series of
* MIPLAYOUT_BELOW 2D textures (like 2D texture arrays), separated by a
* pitch of qpitch rows, where qpitch is defined by the equation given
* in Volume 1 of the BSpec.
*/
brw_miptree_layout_texture_array(intel, mt, 6);
break;
}
/* FALLTHROUGH */
case GL_TEXTURE_3D: {
GLuint width = mt->width0;