i965/blorp/gen8: Stop multiplying depth by 6 for cubes
intel_mipmap_tree::logical_depth0 is now in 2-D slices so there is no need for us to multiply by 6 when we go to fill out a blorp surface state. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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@@ -526,9 +526,6 @@ gen8_blorp_emit_surface_states(struct brw_context *brw,
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mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) ?
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MAX2(mt->num_samples, 1) : 1;
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const bool is_cube = mt->target == GL_TEXTURE_CUBE_MAP_ARRAY ||
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mt->target == GL_TEXTURE_CUBE_MAP;
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const unsigned depth = (is_cube ? 6 : 1) * mt->logical_depth0;
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const unsigned layer = mt->target != GL_TEXTURE_3D ?
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surface->layer / layer_divider : 0;
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@@ -537,7 +534,7 @@ gen8_blorp_emit_surface_states(struct brw_context *brw,
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.base_level = surface->level,
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.levels = mt->last_level - surface->level + 1,
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.base_array_layer = layer,
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.array_len = depth - layer,
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.array_len = mt->logical_depth0 - layer,
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.channel_select = {
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swizzle_to_scs(GET_SWZ(surface->swizzle, 0)),
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swizzle_to_scs(GET_SWZ(surface->swizzle, 1)),
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