i965: Fix calculation of the image height at start level

- Fixes CTS tests:

* GL44-CTS.shader_image_size.advanced-nonMS-cs-float
* GL44-CTS.shader_image_size.advanced-nonMS-cs-int
* GL44-CTS.shader_image_size.advanced-nonMS-cs-uint
* GL44-CTS.shader_image_size.advanced-nonMS-gs-float
* GL44-CTS.shader_image_size.advanced-nonMS-gs-int
* GL44-CTS.shader_image_size.advanced-nonMS-gs-uint
* GL44-CTS.shader_image_size.advanced-nonMS-tes-float
* GL44-CTS.shader_image_size.advanced-nonMS-tes-int
* GL44-CTS.shader_image_size.advanced-nonMS-tes-uint
* GL44-CTS.shader_image_size.advanced-nonMS-vs-float
* GL44-CTS.shader_image_size.advanced-nonMS-vs-int
* GL44-CTS.shader_image_size.advanced-nonMS-vs-uint

v1: (written by Dave Airlie) Always shift height images for levels.
Fixed the CTS test.

v2: Only shift height if the texture is not an 1D_ARRAY,
it fixes assertion in GL44-CTS.texture_view.gettexparameter
due to the original patch (Antia).

v3: Remove the loop. Do not shift height either for 1D textures.
Use an explicit switch and add an assertion (levels == 0) for
multisampled textures (Jason).

v4: Rectangle textures can not have levels either (Ilia Mirkin).

Signed-off-by: Dave Airlie <airlied@redhat.com>
Signed-off-by: Antia Puentes <apuentes@igalia.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Antia Puentes 2016-09-03 03:04:37 +02:00
parent 08bcbfdc07
commit 83e8617f4b

View file

@ -47,12 +47,27 @@ intel_miptree_create_for_teximage(struct brw_context *brw,
DBG("%s\n", __func__);
/* Figure out image dimensions at start level. */
for (i = intelImage->base.Base.Level; i > 0; i--) {
width <<= 1;
if (height != 1)
height <<= 1;
if (intelObj->base.Target == GL_TEXTURE_3D)
depth <<= 1;
switch(intelObj->base.Target) {
case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
case GL_TEXTURE_RECTANGLE:
assert(intelImage->base.Base.Level == 0);
break;
case GL_TEXTURE_3D:
depth <<= intelImage->base.Base.Level;
/* Fall through */
case GL_TEXTURE_2D:
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_CUBE_MAP_ARRAY:
height <<= intelImage->base.Base.Level;
/* Fall through */
case GL_TEXTURE_1D:
case GL_TEXTURE_1D_ARRAY:
width <<= intelImage->base.Base.Level;
break;
default:
unreachable("Unexpected target");
}
/* Guess a reasonable value for lastLevel. This is probably going