freedreno/a6xx: Sink the per-level size temps inside the loop.
u_minify(n, 1) is no cheaper than u_minify(n, level), and this makes the logic a lot simpler to follow. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3987>
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@ -89,13 +89,6 @@ fdl6_layout(struct fdl_layout *layout,
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const struct util_format_description *format_desc =
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util_format_description(format);
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uint32_t depth = depth0;
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/* linear dimensions: */
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uint32_t lwidth = width0;
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uint32_t lheight = height0;
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/* tile_mode dimensions: */
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uint32_t twidth = util_next_power_of_two(lwidth);
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uint32_t theight = util_next_power_of_two(lheight);
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int ta = layout->cpp;
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/* The z16/r16 formats seem to not play by the normal tiling rules: */
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@ -125,6 +118,7 @@ fdl6_layout(struct fdl_layout *layout,
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}
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for (uint32_t level = 0; level < mip_levels; level++) {
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uint32_t depth = u_minify(depth0, level);
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struct fdl_slice *slice = &layout->slices[level];
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struct fdl_slice *ubwc_slice = &layout->ubwc_slices[level];
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uint32_t tile_mode = fdl_tile_mode(layout, level);
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@ -132,11 +126,11 @@ fdl6_layout(struct fdl_layout *layout,
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/* tiled levels of 3D textures are rounded up to PoT dimensions: */
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if (is_3d && tile_mode) {
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width = twidth;
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height = theight;
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width = u_minify(util_next_power_of_two(width0), level);
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height = u_minify(util_next_power_of_two(height0), level);
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} else {
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width = lwidth;
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height = lheight;
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width = u_minify(width0, level);
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height = u_minify(height0, level);
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}
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uint32_t aligned_height = height;
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uint32_t pitchalign;
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@ -212,12 +206,6 @@ fdl6_layout(struct fdl_layout *layout,
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ubwc_slice->offset = layout->ubwc_layer_size;
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layout->ubwc_layer_size += ubwc_slice->size0;
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}
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depth = u_minify(depth, 1);
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lwidth = u_minify(lwidth, 1);
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lheight = u_minify(lheight, 1);
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twidth = u_minify(twidth, 1);
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theight = u_minify(theight, 1);
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}
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if (layout->layer_first) {
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