search for: u_minify

Displaying 4 results from an estimated 4 matches for "u_minify".

2014 May 18
0
[PATCH] nv50,nvc0: fix 3d blits with mipmap levels
...always assumes normalized coordinates. */ const unsigned l = info->src.level; @@ -1151,14 +1157,12 @@ nv50_blit_3d(struct nv50_context *nv50, const struct pipe_blit_info *info) x1 /= fh; y0 /= fv; y1 /= fv; + if (nv50_miptree(src)->layout_3d) { + z /= u_minify(src->depth0, l); + dz /= u_minify(src->depth0, l); + } } - /* XXX: multiply by 6 for cube arrays ? */ - dz = (float)info->src.box.depth / (float)info->dst.box.depth; - z = (float)info->src.box.z; - if (nv50_miptree(src)->layout_3d) - z += 0.5f * dz;...
2010 Jan 18
0
[PATCH] nv04-nv40: Rewrite and unify miptree and transfer code
...ze; + mt->level_offset[l] = offset; - for (l = 0; l <= pt->last_level; l++) { - nv04mt->level[l].image_offset = - CALLOC(nr_faces, sizeof(unsigned)); - /* XXX guess was obviously missing */ - nv04mt->level[l].image_offset[0] = offset; - offset += nv04mt->level[l].pitch * u_minify(pt->height0, l); + if(mt->linear_pitch) + size = mt->linear_pitch; + else + size = util_format_get_stride(pt->format, u_minify(pt->width0, l)); + size = util_format_get_2d_size(pt->format, size, u_minify(pt->height0, l)); + + if(pt->target == PIPE_TEXTURE_3D) + siz...
2010 Jan 18
0
[PATCH] nv04-nv40: Rewrite and unify miptree and transfer code (v2)
...ze; + mt->level_offset[l] = offset; - for (l = 0; l <= pt->last_level; l++) { - nv04mt->level[l].image_offset = - CALLOC(nr_faces, sizeof(unsigned)); - /* XXX guess was obviously missing */ - nv04mt->level[l].image_offset[0] = offset; - offset += nv04mt->level[l].pitch * u_minify(pt->height0, l); + if(mt->linear_pitch) + size = mt->linear_pitch; + else + size = util_format_get_stride(pt->format, u_minify(pt->width0, l)); + size = util_format_get_2d_size(pt->format, size, u_minify(pt->height0, l)); + + if(pt->target == PIPE_TEXTURE_3D) + siz...
2012 Jan 10
5
[PATCH 0/4] nvfx: rework render temps code and fixes
This patch series silences some unknown cap warnings and fixes up coding style (patch 1+4). The most important part of this series are the two patches in the middle. They rework the state_fb code, so that we are able to render to not 64 byte aligned targets, as this is the only real use-case for render temporaries this allows us to drop temp code completely and simplifies a lot