With arrays we really have to use the correct size for the base mipmap to get the right array pitch. In particular, using surf_pitch results in pitch that is bigger than the base mipmap and hence results in wrong pitches computed by the HW. It seems that on GFX9 this has mostly been hidden by the epitch provided in the descriptor but this is not something we do on GFX10 anymore. Now this has some draw-backs: 1. normalized coordinates don't work 2. Bounds checking uses slightly bigger bounds. 2 mostly is not an issue as we still ensure that they're within the texture memory and not overlapping other layers/mips, but we can't properly ignore writes. 1 is kinda dead in the water ... On the other hand I'd argue that using normalized coords & a filter for sampling a block view of a compressed format is extraordinarily useless. The old method we employed already had these drawbacks for everything except the base miplevel of the imageview. AFAICT this is the same tradeoff AMDVLK makes and no CTS test hits this. (once it does I think the HW is dead in the water ... Only workaround I can think of is shader processing which is hard because we don't know texture formats at compile time.) I also removed the extra calculations when the image has only 1 mip level because they ended up being a no-op in that case. CC: mesa-stable Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2292 Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2266 Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2483 Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2906 Gitlab: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3607 Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7090> |
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README.rst
`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library ====================================================== Source ------ This repository lives at https://gitlab.freedesktop.org/mesa/mesa. Other repositories are likely forks, and code found there is not supported. Build & install --------------- You can find more information in our documentation (`docs/install.rst <https://mesa3d.org/install.html>`_), but the recommended way is to use Meson (`docs/meson.rst <https://mesa3d.org/meson.html>`_): .. code-block:: sh $ mkdir build $ cd build $ meson .. $ sudo ninja install Support ------- Many Mesa devs hang on IRC; if you're not sure which channel is appropriate, you should ask your question on `Freenode's #dri-devel <irc://chat.freenode.net#dri-devel>`_, someone will redirect you if necessary. Remember that not everyone is in the same timezone as you, so it might take a while before someone qualified sees your question. To figure out who you're talking to, or which nick to ping for your question, check out `Who's Who on IRC <https://dri.freedesktop.org/wiki/WhosWho/>`_. The next best option is to ask your question in an email to the mailing lists: `mesa-dev\@lists.freedesktop.org <https://lists.freedesktop.org/mailman/listinfo/mesa-dev>`_ Bug reports ----------- If you think something isn't working properly, please file a bug report (`docs/bugs.rst <https://mesa3d.org/bugs.html>`_). Contributing ------------ Contributions are welcome, and step-by-step instructions can be found in our documentation (`docs/submittingpatches.rst <https://mesa3d.org/submittingpatches.html>`_). Note that Mesa uses gitlab for patches submission, review and discussions.