diff options
author | Jason Ekstrand <[email protected]> | 2016-06-23 17:06:37 -0700 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2016-08-17 14:46:22 -0700 |
commit | 27a58615d3c35aefd7d94457ca175facb309073c (patch) | |
tree | 8657ce6e48114c1c3144c9771ada43f729da6f5a /src | |
parent | 3c25caa318b70e603a11441d5459a0b55fbca0a2 (diff) |
i965/blorp: Refactor interleaved multisample destination handling
We put all of the code for fake IMS together. This requires moving a bit
of the program key setup code further down so that it gets the right values
out of the final surface.
Reviewed-by: Topi Pohjolainen <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_blorp_blit.cpp | 71 |
1 files changed, 34 insertions, 37 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp index e0550f3cc78..3a1a51f4965 100644 --- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp +++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp @@ -1677,28 +1677,6 @@ brw_blorp_blit_miptrees(struct brw_context *brw, unreachable("Unrecognized blorp format"); } - if (brw->gen > 6) { - /* Gen7's rendering hardware only supports the IMS layout for depth and - * stencil render targets. Blorp always maps its destination surface as - * a color render target (even if it's actually a depth or stencil - * buffer). So if the destination is IMS, we'll have to map it as a - * single-sampled texture and interleave the samples ourselves. - */ - if (dst_mt->msaa_layout == INTEL_MSAA_LAYOUT_IMS) { - params.dst.surf.samples = 1; - params.dst.surf.msaa_layout = ISL_MSAA_LAYOUT_NONE; - } - } - - if (params.src.surf.samples > 0 && params.dst.surf.samples > 1) { - /* We are blitting from a multisample buffer to a multisample buffer, so - * we must preserve samples within a pixel. This means we have to - * arrange for the WM program to run once per sample rather than once - * per pixel. - */ - wm_prog_key.persample_msaa_dispatch = true; - } - /* Scaled blitting or not. */ wm_prog_key.blit_scaled = ((dst_x1 - dst_x0) == (src_x1 - src_x0) && @@ -1738,20 +1716,8 @@ brw_blorp_blit_miptrees(struct brw_context *brw, wm_prog_key.src_samples = src_mt->num_samples; wm_prog_key.dst_samples = dst_mt->num_samples; - /* tex_samples and rt_samples are the sample counts that are set up in - * SURFACE_STATE. - */ - wm_prog_key.tex_samples = params.src.surf.samples; - wm_prog_key.rt_samples = params.dst.surf.samples; - wm_prog_key.tex_aux_usage = params.src.aux_usage; - /* tex_layout and rt_layout indicate the MSAA layout the GPU pipeline will - * use to access the source and destination surfaces. - */ - wm_prog_key.tex_layout = params.src.surf.msaa_layout; - wm_prog_key.rt_layout = params.dst.surf.msaa_layout; - /* src_layout and dst_layout indicate the true MSAA layout used by src and * dst. */ @@ -1788,7 +1754,7 @@ brw_blorp_blit_miptrees(struct brw_context *brw, params.wm_inputs.src_z = 0; } - if (params.dst.surf.samples <= 1 && dst_mt->num_samples > 1) { + if (brw->gen > 6 && dst_mt->msaa_layout == INTEL_MSAA_LAYOUT_IMS) { /* We must expand the rectangle we send through the rendering pipeline, * to account for the fact that we are mapping the destination region as * single-sampled when it is in fact multisampled. We must also align @@ -1801,8 +1767,8 @@ brw_blorp_blit_miptrees(struct brw_context *brw, * If it's UMS, then we have no choice but to set up the rendering * pipeline as multisampled. */ - assert(dst_mt->msaa_layout == INTEL_MSAA_LAYOUT_IMS); - switch (dst_mt->num_samples) { + assert(params.dst.surf.msaa_layout = ISL_MSAA_LAYOUT_INTERLEAVED); + switch (params.dst.surf.samples) { case 2: params.x0 = ROUND_DOWN_TO(params.x0 * 2, 4); params.y0 = ROUND_DOWN_TO(params.y0, 4); @@ -1830,6 +1796,16 @@ brw_blorp_blit_miptrees(struct brw_context *brw, default: unreachable("Unrecognized sample count in brw_blorp_blit_params ctor"); } + + /* Gen7's rendering hardware only supports the IMS layout for depth and + * stencil render targets. Blorp always maps its destination surface as + * a color render target (even if it's actually a depth or stencil + * buffer). So if the destination is IMS, we'll have to map it as a + * single-sampled texture and interleave the samples ourselves. + */ + params.dst.surf.samples = 1; + params.dst.surf.msaa_layout = ISL_MSAA_LAYOUT_NONE; + wm_prog_key.use_kill = true; } @@ -1931,6 +1907,27 @@ brw_blorp_blit_miptrees(struct brw_context *brw, params.src.y_offset /= 2; } + /* tex_samples and rt_samples are the sample counts that are set up in + * SURFACE_STATE. + */ + wm_prog_key.tex_samples = params.src.surf.samples; + wm_prog_key.rt_samples = params.dst.surf.samples; + + /* tex_layout and rt_layout indicate the MSAA layout the GPU pipeline will + * use to access the source and destination surfaces. + */ + wm_prog_key.tex_layout = params.src.surf.msaa_layout; + wm_prog_key.rt_layout = params.dst.surf.msaa_layout; + + if (params.src.surf.samples > 0 && params.dst.surf.samples > 1) { + /* We are blitting from a multisample buffer to a multisample buffer, so + * we must preserve samples within a pixel. This means we have to + * arrange for the WM program to run once per sample rather than once + * per pixel. + */ + wm_prog_key.persample_msaa_dispatch = true; + } + brw_blorp_get_blit_kernel(brw, ¶ms, &wm_prog_key); params.src.swizzle = src_swizzle; |