ilo: allow ilo_view_surface to skip layer offsetting
Make offset to layer optional in ilo_gpe_init_view_surface_for_texture. render_cache_rw is always the same as is_rt and is replaced.
This commit is contained in:
@@ -380,7 +380,7 @@ ilo_gpe_init_view_surface_for_texture_gen6(const struct ilo_dev_info *dev,
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unsigned num_levels,
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unsigned first_layer,
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unsigned num_layers,
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bool is_rt, bool render_cache_rw,
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bool is_rt, bool offset_to_layer,
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struct ilo_view_surface *surf);
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void
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@@ -406,7 +406,7 @@ ilo_gpe_init_view_surface_for_texture_gen7(const struct ilo_dev_info *dev,
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unsigned num_levels,
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unsigned first_layer,
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unsigned num_layers,
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bool is_rt, bool render_cache_rw,
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bool is_rt, bool offset_to_layer,
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struct ilo_view_surface *surf);
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static inline void
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@@ -452,18 +452,18 @@ ilo_gpe_init_view_surface_for_texture(const struct ilo_dev_info *dev,
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unsigned num_levels,
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unsigned first_layer,
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unsigned num_layers,
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bool is_rt, bool render_cache_rw,
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bool is_rt, bool offset_to_layer,
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struct ilo_view_surface *surf)
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{
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if (dev->gen >= ILO_GEN(7)) {
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ilo_gpe_init_view_surface_for_texture_gen7(dev, tex, format,
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first_level, num_levels, first_layer, num_layers,
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is_rt, render_cache_rw, surf);
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is_rt, offset_to_layer, surf);
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}
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else {
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ilo_gpe_init_view_surface_for_texture_gen6(dev, tex, format,
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first_level, num_levels, first_layer, num_layers,
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is_rt, render_cache_rw, surf);
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is_rt, offset_to_layer, surf);
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}
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}
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@@ -1902,7 +1902,7 @@ ilo_gpe_init_view_surface_for_texture_gen6(const struct ilo_dev_info *dev,
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unsigned num_levels,
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unsigned first_layer,
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unsigned num_layers,
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bool is_rt, bool render_cache_rw,
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bool is_rt, bool offset_to_layer,
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struct ilo_view_surface *surf)
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{
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int surface_type, surface_format;
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@@ -1988,52 +1988,44 @@ ilo_gpe_init_view_surface_for_texture_gen6(const struct ilo_dev_info *dev,
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assert(tex->interleaved);
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if (is_rt) {
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/*
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* Compute the offset to the layer manually.
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*
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* For rendering, the hardware requires LOD to be the same for all
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* render targets and the depth buffer. We need to compute the offset
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* to the layer manually and always set LOD to 0.
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*/
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if (true) {
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/* we lose the capability for layered rendering */
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assert(num_layers == 1);
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layer_offset = ilo_texture_get_slice_offset(tex,
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first_level, first_layer, &x_offset, &y_offset);
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assert(x_offset % 4 == 0);
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assert(y_offset % 2 == 0);
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x_offset /= 4;
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y_offset /= 2;
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/* derive the size for the LOD */
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width = u_minify(width, first_level);
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height = u_minify(height, first_level);
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if (surface_type == BRW_SURFACE_3D)
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depth = u_minify(depth, first_level);
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else
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depth = 1;
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first_level = 0;
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first_layer = 0;
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lod = 0;
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}
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else {
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layer_offset = 0;
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x_offset = 0;
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y_offset = 0;
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}
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assert(num_levels == 1);
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lod = first_level;
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}
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else {
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lod = num_levels - 1;
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}
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/*
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* Offset to the layer. When rendering, the hardware requires LOD and
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* Depth to be the same for all render targets and the depth buffer. We
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* need to offset to the layer manually and always set LOD and Depth to 0.
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*/
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if (offset_to_layer) {
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/* we lose the capability for layered rendering */
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assert(is_rt && num_layers == 1);
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layer_offset = ilo_texture_get_slice_offset(tex,
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first_level, first_layer, &x_offset, &y_offset);
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assert(x_offset % 4 == 0);
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assert(y_offset % 2 == 0);
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x_offset /= 4;
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y_offset /= 2;
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/* derive the size for the LOD */
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width = u_minify(width, first_level);
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height = u_minify(height, first_level);
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first_level = 0;
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first_layer = 0;
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lod = 0;
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depth = 1;
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}
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else {
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layer_offset = 0;
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x_offset = 0;
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y_offset = 0;
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lod = num_levels - 1;
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}
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/*
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@@ -2076,7 +2068,7 @@ ilo_gpe_init_view_surface_for_texture_gen6(const struct ilo_dev_info *dev,
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BRW_SURFACE_CUBEFACE_ENABLES;
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}
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if (render_cache_rw)
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if (is_rt)
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dw[0] |= BRW_SURFACE_RC_READ_WRITE;
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dw[1] = layer_offset;
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@@ -429,7 +429,7 @@ ilo_gpe_init_view_surface_for_texture_gen7(const struct ilo_dev_info *dev,
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unsigned num_levels,
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unsigned first_layer,
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unsigned num_layers,
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bool is_rt, bool render_cache_rw,
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bool is_rt, bool offset_to_layer,
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struct ilo_view_surface *surf)
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{
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int surface_type, surface_format;
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@@ -505,52 +505,44 @@ ilo_gpe_init_view_surface_for_texture_gen7(const struct ilo_dev_info *dev,
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}
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if (is_rt) {
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/*
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* Compute the offset to the layer manually.
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*
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* For rendering, the hardware requires LOD to be the same for all
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* render targets and the depth buffer. We need to compute the offset
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* to the layer manually and always set LOD to 0.
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*/
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if (true) {
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/* we lose the capability for layered rendering */
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assert(num_layers == 1);
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layer_offset = ilo_texture_get_slice_offset(tex,
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first_level, first_layer, &x_offset, &y_offset);
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assert(x_offset % 4 == 0);
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assert(y_offset % 2 == 0);
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x_offset /= 4;
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y_offset /= 2;
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/* derive the size for the LOD */
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width = u_minify(width, first_level);
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height = u_minify(height, first_level);
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if (surface_type == BRW_SURFACE_3D)
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depth = u_minify(depth, first_level);
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else
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depth = 1;
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first_level = 0;
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first_layer = 0;
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lod = 0;
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}
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else {
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layer_offset = 0;
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x_offset = 0;
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y_offset = 0;
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}
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assert(num_levels == 1);
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lod = first_level;
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}
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else {
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lod = num_levels - 1;
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}
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/*
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* Offset to the layer. When rendering, the hardware requires LOD and
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* Depth to be the same for all render targets and the depth buffer. We
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* need to offset to the layer manually and always set LOD and Depth to 0.
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*/
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if (offset_to_layer) {
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/* we lose the capability for layered rendering */
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assert(is_rt && num_layers == 1);
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layer_offset = ilo_texture_get_slice_offset(tex,
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first_level, first_layer, &x_offset, &y_offset);
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assert(x_offset % 4 == 0);
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assert(y_offset % 2 == 0);
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x_offset /= 4;
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y_offset /= 2;
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/* derive the size for the LOD */
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width = u_minify(width, first_level);
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height = u_minify(height, first_level);
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first_level = 0;
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first_layer = 0;
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lod = 0;
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depth = 1;
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}
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else {
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layer_offset = 0;
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x_offset = 0;
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y_offset = 0;
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lod = num_levels - 1;
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}
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/*
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@@ -622,7 +614,7 @@ ilo_gpe_init_view_surface_for_texture_gen7(const struct ilo_dev_info *dev,
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else
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dw[0] |= GEN7_SURFACE_ARYSPC_LOD0;
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if (render_cache_rw)
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if (is_rt)
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dw[0] |= BRW_SURFACE_RC_READ_WRITE;
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if (surface_type == BRW_SURFACE_CUBE && !is_rt)
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@@ -943,7 +943,7 @@ ilo_create_sampler_view(struct pipe_context *pipe,
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templ->u.tex.last_level - templ->u.tex.first_level + 1,
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templ->u.tex.first_layer,
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templ->u.tex.last_layer - templ->u.tex.first_layer + 1,
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false, false, &view->surface);
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false, true, &view->surface);
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}
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return &view->base;
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