/* * Mesa 3-D graphics library * * Copyright (C) 2013 LunarG, Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. * * Authors: * Chia-I Wu */ #include "util/u_blitter.h" #include "util/u_surface.h" #include "ilo_3d.h" #include "ilo_context.h" #include "ilo_blitter.h" enum ilo_blitter_pipe_op { ILO_BLITTER_PIPE_BLIT, ILO_BLITTER_PIPE_COPY, ILO_BLITTER_PIPE_CLEAR, ILO_BLITTER_PIPE_CLEAR_FB, }; static void ilo_blitter_pipe_begin(struct ilo_blitter *blitter, enum ilo_blitter_pipe_op op, bool scissor_enable) { struct blitter_context *b = blitter->pipe_blitter; struct ilo_context *ilo = blitter->ilo; /* vertex states */ util_blitter_save_vertex_buffer_slot(b, ilo->vb.states); util_blitter_save_vertex_elements(b, (void *) ilo->ve); util_blitter_save_vertex_shader(b, ilo->vs); util_blitter_save_geometry_shader(b, ilo->gs); util_blitter_save_so_targets(b, ilo->so.count, ilo->so.states); util_blitter_save_rasterizer(b, (void *) ilo->rasterizer); /* fragment states */ util_blitter_save_fragment_shader(b, ilo->fs); util_blitter_save_depth_stencil_alpha(b, (void *) ilo->dsa); util_blitter_save_blend(b, (void *) ilo->blend); util_blitter_save_sample_mask(b, ilo->sample_mask); util_blitter_save_stencil_ref(b, &ilo->stencil_ref); util_blitter_save_viewport(b, &ilo->viewport.viewport0); if (scissor_enable) util_blitter_save_scissor(b, &ilo->scissor.scissor0); switch (op) { case ILO_BLITTER_PIPE_BLIT: case ILO_BLITTER_PIPE_COPY: /* * we are about to call util_blitter_blit() or * util_blitter_copy_texture() */ util_blitter_save_fragment_sampler_states(b, ilo->sampler[PIPE_SHADER_FRAGMENT].count, (void **) ilo->sampler[PIPE_SHADER_FRAGMENT].cso); util_blitter_save_fragment_sampler_views(b, ilo->view[PIPE_SHADER_FRAGMENT].count, ilo->view[PIPE_SHADER_FRAGMENT].states); util_blitter_save_framebuffer(b, &ilo->fb.state); /* resource_copy_region() or blit() does not honor render condition */ util_blitter_save_render_condition(b, ilo->hw3d->render_condition.query, ilo->hw3d->render_condition.cond, ilo->hw3d->render_condition.mode); break; case ILO_BLITTER_PIPE_CLEAR: /* * we are about to call util_blitter_clear_render_target() or * util_blitter_clear_depth_stencil() */ util_blitter_save_framebuffer(b, &ilo->fb.state); break; case ILO_BLITTER_PIPE_CLEAR_FB: /* we are about to call util_blitter_clear() */ break; default: break; } } static void ilo_blitter_pipe_end(struct ilo_blitter *blitter) { } bool ilo_blitter_pipe_blit(struct ilo_blitter *blitter, const struct pipe_blit_info *info) { struct blitter_context *b = blitter->pipe_blitter; struct pipe_blit_info skip_stencil; if (util_try_blit_via_copy_region(&blitter->ilo->base, info)) return true; if (!util_blitter_is_blit_supported(b, info)) { /* try without stencil */ if (info->mask & PIPE_MASK_S) { skip_stencil = *info; skip_stencil.mask = info->mask & ~PIPE_MASK_S; if (util_blitter_is_blit_supported(blitter->pipe_blitter, &skip_stencil)) { ilo_warn("ignore stencil buffer blitting\n"); info = &skip_stencil; } } if (info != &skip_stencil) { ilo_warn("failed to blit with pipe blitter\n"); return false; } } ilo_blitter_pipe_begin(blitter, ILO_BLITTER_PIPE_BLIT, info->scissor_enable); util_blitter_blit(b, info); ilo_blitter_pipe_end(blitter); return true; } bool ilo_blitter_pipe_copy_resource(struct ilo_blitter *blitter, struct pipe_resource *dst, unsigned dst_level, unsigned dst_x, unsigned dst_y, unsigned dst_z, struct pipe_resource *src, unsigned src_level, const struct pipe_box *src_box) { const unsigned mask = PIPE_MASK_RGBAZS; const bool copy_all_samples = true; /* not until we allow rendertargets to be buffers */ if (dst->target == PIPE_BUFFER || src->target == PIPE_BUFFER) return false; if (!util_blitter_is_copy_supported(blitter->pipe_blitter, dst, src, mask)) return false; ilo_blitter_pipe_begin(blitter, ILO_BLITTER_PIPE_COPY, false); util_blitter_copy_texture(blitter->pipe_blitter, dst, dst_level, dst_x, dst_y, dst_z, src, src_level, src_box, mask, copy_all_samples); ilo_blitter_pipe_end(blitter); return true; } bool ilo_blitter_pipe_clear_rt(struct ilo_blitter *blitter, struct pipe_surface *rt, const union pipe_color_union *color, unsigned x, unsigned y, unsigned width, unsigned height) { ilo_blitter_pipe_begin(blitter, ILO_BLITTER_PIPE_CLEAR, false); util_blitter_clear_render_target(blitter->pipe_blitter, rt, color, x, y, width, height); ilo_blitter_pipe_end(blitter); return true; } bool ilo_blitter_pipe_clear_zs(struct ilo_blitter *blitter, struct pipe_surface *zs, unsigned clear_flags, double depth, unsigned stencil, unsigned x, unsigned y, unsigned width, unsigned height) { ilo_blitter_pipe_begin(blitter, ILO_BLITTER_PIPE_CLEAR, false); util_blitter_clear_depth_stencil(blitter->pipe_blitter, zs, clear_flags, depth, stencil, x, y, width, height); ilo_blitter_pipe_end(blitter); return true; } bool ilo_blitter_pipe_clear_fb(struct ilo_blitter *blitter, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { /* TODO we should pause/resume some queries */ ilo_blitter_pipe_begin(blitter, ILO_BLITTER_PIPE_CLEAR_FB, false); util_blitter_clear(blitter->pipe_blitter, blitter->ilo->fb.state.width, blitter->ilo->fb.state.height, buffers, color, depth, stencil); ilo_blitter_pipe_end(blitter); return true; }