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authorDave Airlie <[email protected]>2010-07-07 15:20:19 +0200
committerDave Airlie <[email protected]>2010-08-05 20:32:05 +1000
commit6eb2a7fbafd49e75b6cbbee57f23dda63eff73ef (patch)
treec52af432fc6562ece8a18592b67c9872897f4867 /src/gallium/auxiliary/util/u_blitter.c
parentccbd9ae7cc5b3fcda23fe79573e70b4fc40f3939 (diff)
r300g: implement hyper-z support. (v4)
This implements fast Z clear, Z compression, and HiZ support for r300->r500 GPUs. It also allows cbzb clears when fast Z clears are being used for the ZB. It requires a kernel with hyper-z support. Thanks to Marek Olšák <[email protected]>, who started this off, and Alex Deucher at AMD for providing lots of hints. v2: squashed zmask ram size fix] squashed r300g/blitter: fix Z readback when compressed] v3: rebase around texture changes in master - .1 fix more bits v4: migrated to using u_mm in r300_texture to manage hiz/zmask rams consistently disabled HiZ when using OQ flush z-cache before turning hyper-z off update hyper-z state on dsa state change store depthclearvalue across cbzb clears and replace it afterwards. Signed-off-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/util/u_blitter.c')
-rw-r--r--src/gallium/auxiliary/util/u_blitter.c44
1 files changed, 44 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c
index 0d94aaae956..b5b86b72142 100644
--- a/src/gallium/auxiliary/util/u_blitter.c
+++ b/src/gallium/auxiliary/util/u_blitter.c
@@ -87,6 +87,7 @@ struct blitter_context_priv
void *dsa_write_depth_keep_stencil;
void *dsa_keep_depth_stencil;
void *dsa_keep_depth_write_stencil;
+ void *dsa_flush_depth_stencil;
void *velem_state;
@@ -156,6 +157,10 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
ctx->dsa_keep_depth_stencil =
pipe->create_depth_stencil_alpha_state(pipe, &dsa);
+ dsa.depth.writemask = 1;
+ ctx->dsa_flush_depth_stencil =
+ pipe->create_depth_stencil_alpha_state(pipe, &dsa);
+
dsa.depth.enabled = 1;
dsa.depth.writemask = 1;
dsa.depth.func = PIPE_FUNC_ALWAYS;
@@ -940,3 +945,42 @@ void util_blitter_clear_depth_stencil(struct blitter_context *blitter,
UTIL_BLITTER_ATTRIB_NONE, NULL);
blitter_restore_CSOs(ctx);
}
+
+/* Clear a region of a depth stencil surface. */
+void util_blitter_flush_depth_stencil(struct blitter_context *blitter,
+ struct pipe_surface *dstsurf)
+{
+ struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
+ struct pipe_context *pipe = ctx->base.pipe;
+ struct pipe_framebuffer_state fb_state;
+
+ assert(dstsurf->texture);
+ if (!dstsurf->texture)
+ return;
+
+ /* check the saved state */
+ blitter_check_saved_CSOs(ctx);
+ assert(blitter->saved_fb_state.nr_cbufs != ~0);
+
+ /* bind CSOs */
+ pipe->bind_blend_state(pipe, ctx->blend_keep_color);
+ pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_flush_depth_stencil);
+
+ pipe->bind_rasterizer_state(pipe, ctx->rs_state);
+ pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, 0));
+ pipe->bind_vs_state(pipe, ctx->vs_col);
+ pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
+
+ /* set a framebuffer state */
+ fb_state.width = dstsurf->width;
+ fb_state.height = dstsurf->height;
+ fb_state.nr_cbufs = 0;
+ fb_state.cbufs[0] = 0;
+ fb_state.zsbuf = dstsurf;
+ pipe->set_framebuffer_state(pipe, &fb_state);
+
+ blitter_set_dst_dimensions(ctx, dstsurf->width, dstsurf->height);
+ blitter->draw_rectangle(blitter, 0, 0, dstsurf->width, dstsurf->height, 0,
+ UTIL_BLITTER_ATTRIB_NONE, NULL);
+ blitter_restore_CSOs(ctx);
+}