llvmpipe: fix compressed image sizes.
VK CTS just added some new tests to write to a compressed image from a compute shader, which was overrunning memory. The image width/height need to be sized according to the block sizes to avoid overwriting memory. dEQP-VK.image.sample_texture.*bit_compressed* Cc: mesa-stable Reviewed-by: Roland Scheidegger <sroland@vmware.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13618>
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@ -732,7 +732,11 @@ lp_setup_set_fs_images(struct lp_setup_context *setup,
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if (llvmpipe_resource_is_texture(res)) {
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uint32_t mip_offset = lp_res->mip_offsets[image->u.tex.level];
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const uint32_t bw = util_format_get_blockwidth(image->resource->format);
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const uint32_t bh = util_format_get_blockheight(image->resource->format);
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jit_image->width = DIV_ROUND_UP(jit_image->width, bw);
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jit_image->height = DIV_ROUND_UP(jit_image->height, bh);
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jit_image->width = u_minify(jit_image->width, image->u.tex.level);
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jit_image->height = u_minify(jit_image->height, image->u.tex.level);
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@ -1150,7 +1150,11 @@ lp_csctx_set_cs_images(struct lp_cs_context *csctx,
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if (llvmpipe_resource_is_texture(res)) {
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uint32_t mip_offset = lp_res->mip_offsets[image->u.tex.level];
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const uint32_t bw = util_format_get_blockwidth(image->resource->format);
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const uint32_t bh = util_format_get_blockheight(image->resource->format);
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jit_image->width = DIV_ROUND_UP(jit_image->width, bw);
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jit_image->height = DIV_ROUND_UP(jit_image->height, bh);
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jit_image->width = u_minify(jit_image->width, image->u.tex.level);
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jit_image->height = u_minify(jit_image->height, image->u.tex.level);
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@ -469,11 +469,19 @@ prepare_shader_images(
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if (!img)
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continue;
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unsigned width = u_minify(img->width0, view->u.tex.level);
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unsigned height = u_minify(img->height0, view->u.tex.level);
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unsigned width = img->width0;
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unsigned height = img->height0;
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unsigned num_layers = img->depth0;
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unsigned num_samples = img->nr_samples;
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const uint32_t bw = util_format_get_blockwidth(view->resource->format);
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const uint32_t bh = util_format_get_blockheight(view->resource->format);
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width = DIV_ROUND_UP(width, bw);
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height = DIV_ROUND_UP(height, bh);
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width = u_minify(width, view->u.tex.level);
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height = u_minify(height, view->u.tex.level);
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if (!lp_img->dt) {
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/* regular texture - setup array of mipmap level offsets */
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struct pipe_resource *res = view->resource;
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