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-rw-r--r--src/gallium/drivers/radeon/r600_texture.c46
1 files changed, 39 insertions, 7 deletions
diff --git a/src/gallium/drivers/radeon/r600_texture.c b/src/gallium/drivers/radeon/r600_texture.c
index 103b7b70053..773d67a2f04 100644
--- a/src/gallium/drivers/radeon/r600_texture.c
+++ b/src/gallium/drivers/radeon/r600_texture.c
@@ -32,6 +32,23 @@
#include <errno.h>
#include <inttypes.h>
+static void r600_texture_discard_dcc(struct r600_common_screen *rscreen,
+ struct r600_texture *rtex);
+static void r600_texture_discard_cmask(struct r600_common_screen *rscreen,
+ struct r600_texture *rtex);
+
+
+static bool range_covers_whole_texture(struct pipe_resource *tex,
+ unsigned level, unsigned x, unsigned y,
+ unsigned z, unsigned width,
+ unsigned height, unsigned depth)
+{
+ return x == 0 && y == 0 && z == 0 &&
+ width == u_minify(tex->width0, level) &&
+ height == u_minify(tex->height0, level) &&
+ depth == util_max_layer(tex, level) + 1;
+}
+
bool r600_prepare_for_dma_blit(struct r600_common_context *rctx,
struct r600_texture *rdst,
unsigned dst_level, unsigned dstx,
@@ -61,21 +78,36 @@ bool r600_prepare_for_dma_blit(struct r600_common_context *rctx,
/* DCC as:
* src: Use the 3D path. DCC decompression is expensive.
- * dst: If overwriting the whole texture, disable DCC and use SDMA.
+ * dst: If overwriting the whole texture, discard DCC and use SDMA.
* Otherwise, use the 3D path.
- * TODO: handle the case when the dst box covers the whole texture
*/
- if (rsrc->dcc_offset || rdst->dcc_offset)
+ if (rsrc->dcc_offset)
return false;
+ if (rdst->dcc_offset) {
+ /* We can't discard DCC if the texture has been exported. */
+ if (rdst->resource.is_shared ||
+ !range_covers_whole_texture(&rdst->resource.b.b, dst_level,
+ dstx, dsty, dstz, src_box->width,
+ src_box->height, src_box->depth))
+ return false;
+
+ r600_texture_discard_dcc(rctx->screen, rdst);
+ }
+
/* CMASK as:
* src: Both texture and SDMA paths need decompression. Use SDMA.
- * dst: If overwriting the whole texture, deallocate CMASK and use
+ * dst: If overwriting the whole texture, discard CMASK and use
* SDMA. Otherwise, use the 3D path.
- * TODO: handle the case when the dst box covers the whole texture
*/
- if (rdst->cmask.size && rdst->dirty_level_mask & (1 << dst_level))
- return false;
+ if (rdst->cmask.size && rdst->dirty_level_mask & (1 << dst_level)) {
+ if (!range_covers_whole_texture(&rdst->resource.b.b, dst_level,
+ dstx, dsty, dstz, src_box->width,
+ src_box->height, src_box->depth))
+ return false;
+
+ r600_texture_discard_cmask(rctx->screen, rdst);
+ }
/* All requirements are met. Prepare textures for SDMA. */
if (rsrc->cmask.size && rsrc->dirty_level_mask & (1 << src_level))