Outside the shader, our actual tiling is Y0 which pitch is larger that
tiling W. Inside the shader we need to bring the pitch back to tiling W.

Fixes dEQP-VK.api.copy_and_blit.image_to_image_stencil

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97448
Signed-off-by: Lionel Landwerlin <lionel.g.landwer...@intel.com>
Cc: Jason Ekstrand <ja...@jlekstrand.net>
---
 src/intel/vulkan/anv_meta_blit2d.c | 5 ++++-
 1 file changed, 4 insertions(+), 1 deletion(-)

diff --git a/src/intel/vulkan/anv_meta_blit2d.c 
b/src/intel/vulkan/anv_meta_blit2d.c
index 7085f2d..b0f17b7 100644
--- a/src/intel/vulkan/anv_meta_blit2d.c
+++ b/src/intel/vulkan/anv_meta_blit2d.c
@@ -914,9 +914,12 @@ build_nir_w_tiled_fetch(struct nir_builder *b, struct 
anv_device *device,
    /* First, compute the block-aligned offset */
    nir_ssa_def *x_major = nir_ushr(b, x, nir_imm_int(b, 6));
    nir_ssa_def *y_major = nir_ushr(b, y, nir_imm_int(b, 6));
+   /* tex_pitch is expressed in terms of 128x32 Y tiled sizes. If we want to
+    * have W tiled offset, we need to bring that back to 64x64 tile sizes,
+    * hence the multiplication by 32 (instead of 64). */
    nir_ssa_def *offset =
       nir_iadd(b, nir_imul(b, y_major,
-                              nir_imul(b, tex_pitch, nir_imm_int(b, 64))),
+                              nir_imul(b, tex_pitch, nir_imm_int(b, 32))),
                   nir_imul(b, x_major, nir_imm_int(b, 4096)));
 
    /* Compute the bottom 12 bits of the offset */
-- 
2.9.3

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