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>
This commit is contained in:
Jason Ekstrand
2016-07-22 19:53:59 -07:00
parent 126bd15940
commit d16dc8e963
+1 -4
View File
@@ -526,9 +526,6 @@ gen8_blorp_emit_surface_states(struct brw_context *brw,
mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) ?
MAX2(mt->num_samples, 1) : 1;
const bool is_cube = mt->target == GL_TEXTURE_CUBE_MAP_ARRAY ||
mt->target == GL_TEXTURE_CUBE_MAP;
const unsigned depth = (is_cube ? 6 : 1) * mt->logical_depth0;
const unsigned layer = mt->target != GL_TEXTURE_3D ?
surface->layer / layer_divider : 0;
@@ -537,7 +534,7 @@ gen8_blorp_emit_surface_states(struct brw_context *brw,
.base_level = surface->level,
.levels = mt->last_level - surface->level + 1,
.base_array_layer = layer,
.array_len = depth - layer,
.array_len = mt->logical_depth0 - layer,
.channel_select = {
swizzle_to_scs(GET_SWZ(surface->swizzle, 0)),
swizzle_to_scs(GET_SWZ(surface->swizzle, 1)),