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authorMarek Olšák <[email protected]>2012-07-08 16:02:41 +0200
committerMarek Olšák <[email protected]>2012-07-12 02:08:30 +0200
commit3f13b5da1510bff8ceaf6718e4b21936d3180376 (patch)
treed7656bf15c19e0a8f30c2272da014da701194257 /src
parent2dca61bcb357d70be2bb4f2d28321dfc5fc10c69 (diff)
gallium/u_blit: don't do two copies for non-2D textures
Because u_blit couldn't sample a 1D, 3D, CUBE and ARRAY texture, we created a 2D texture holding a copy of one slice of the source texture (even for 1D). Let's just do it right. Reviewed-by: Alex Deucher <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/gallium/auxiliary/util/u_blit.c72
1 files changed, 39 insertions, 33 deletions
diff --git a/src/gallium/auxiliary/util/u_blit.c b/src/gallium/auxiliary/util/u_blit.c
index 9bd2ef52d2b..9a3ff7a24f6 100644
--- a/src/gallium/auxiliary/util/u_blit.c
+++ b/src/gallium/auxiliary/util/u_blit.c
@@ -66,8 +66,8 @@ struct blit_state
enum pipe_texture_target internal_target;
void *vs;
- void *fs[TGSI_WRITEMASK_XYZW + 1];
- void *fs_depth;
+ void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1];
+ void *fs_depth[PIPE_MAX_TEXTURE_TYPES];
struct pipe_resource *vbuf; /**< quad vertices */
unsigned vbuf_slot;
@@ -153,17 +153,23 @@ void
util_destroy_blit(struct blit_state *ctx)
{
struct pipe_context *pipe = ctx->pipe;
- unsigned i;
+ unsigned i, j;
if (ctx->vs)
pipe->delete_vs_state(pipe, ctx->vs);
- for (i = 0; i < Elements(ctx->fs); i++)
- if (ctx->fs[i])
- pipe->delete_fs_state(pipe, ctx->fs[i]);
+ for (i = 0; i < Elements(ctx->fs); i++) {
+ for (j = 0; j < Elements(ctx->fs[i]); j++) {
+ if (ctx->fs[i][j])
+ pipe->delete_fs_state(pipe, ctx->fs[i][j]);
+ }
+ }
- if (ctx->fs_depth)
- pipe->delete_fs_state(pipe, ctx->fs_depth);
+ for (i = 0; i < Elements(ctx->fs_depth); i++) {
+ if (ctx->fs_depth[i]) {
+ pipe->delete_fs_state(pipe, ctx->fs_depth[i]);
+ }
+ }
pipe_resource_reference(&ctx->vbuf, NULL);
@@ -175,15 +181,19 @@ util_destroy_blit(struct blit_state *ctx)
* Helper function to set the fragment shaders.
*/
static INLINE void
-set_fragment_shader(struct blit_state *ctx, uint writemask)
+set_fragment_shader(struct blit_state *ctx, uint writemask,
+ enum pipe_texture_target pipe_tex)
{
- if (!ctx->fs[writemask])
- ctx->fs[writemask] =
- util_make_fragment_tex_shader_writemask(ctx->pipe, TGSI_TEXTURE_2D,
+ if (!ctx->fs[pipe_tex][writemask]) {
+ unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);
+
+ ctx->fs[pipe_tex][writemask] =
+ util_make_fragment_tex_shader_writemask(ctx->pipe, tgsi_tex,
TGSI_INTERPOLATE_LINEAR,
writemask);
+ }
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs[writemask]);
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[pipe_tex][writemask]);
}
@@ -191,14 +201,18 @@ set_fragment_shader(struct blit_state *ctx, uint writemask)
* Helper function to set the depthwrite shader.
*/
static INLINE void
-set_depth_fragment_shader(struct blit_state *ctx)
+set_depth_fragment_shader(struct blit_state *ctx,
+ enum pipe_texture_target pipe_tex)
{
- if (!ctx->fs_depth)
- ctx->fs_depth =
- util_make_fragment_tex_shader_writedepth(ctx->pipe, TGSI_TEXTURE_2D,
+ if (!ctx->fs_depth[pipe_tex]) {
+ unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);
+
+ ctx->fs_depth[pipe_tex] =
+ util_make_fragment_tex_shader_writedepth(ctx->pipe, tgsi_tex,
TGSI_INTERPOLATE_LINEAR);
+ }
- cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth);
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[pipe_tex]);
}
@@ -430,20 +444,11 @@ util_blit_pixels_writemask(struct blit_state *ctx,
dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
}
- /* Create a temporary texture when src and dest alias or when src
- * is anything other than a 2d texture.
- * XXX should just use appropriate shader to access 1d / 3d slice / cube face,
- * much like the u_blitter code does (should be pretty trivial).
- *
- * This can still be improved upon.
+ /* Create a temporary texture when src and dest alias.
*/
- if ((src_tex == dst_surface->texture &&
+ if (src_tex == dst_surface->texture &&
dst_surface->u.tex.level == src_level &&
- dst_surface->u.tex.first_layer == srcZ0) ||
- (src_tex->target != PIPE_TEXTURE_2D &&
- src_tex->target != PIPE_TEXTURE_2D &&
- src_tex->target != PIPE_TEXTURE_RECT))
- {
+ dst_surface->u.tex.first_layer == srcZ0) {
/* Make a temporary texture which contains a copy of the source pixels.
* Then we'll sample from the temporary texture.
*/
@@ -598,9 +603,9 @@ util_blit_pixels_writemask(struct blit_state *ctx,
/* shaders */
if (dst_is_depth) {
- set_depth_fragment_shader(ctx);
+ set_depth_fragment_shader(ctx, sampler_view->texture->target);
} else {
- set_fragment_shader(ctx, writemask);
+ set_fragment_shader(ctx, writemask, sampler_view->texture->target);
}
set_vertex_shader(ctx);
cso_set_geometry_shader_handle(ctx->cso, NULL);
@@ -775,7 +780,8 @@ util_blit_pixels_tex(struct blit_state *ctx,
cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
/* shaders */
- set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW);
+ set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW,
+ src_sampler_view->texture->target);
set_vertex_shader(ctx);
cso_set_geometry_shader_handle(ctx->cso, NULL);