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/*
* 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 <olv@lunarg.com>
*/
#include "util/u_blitter.h"
#include "util/u_surface.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_state_vector *vec = &blitter->ilo->state_vector;
/* vertex states */
util_blitter_save_vertex_buffer_slot(b, vec->vb.states);
util_blitter_save_vertex_elements(b, (void *) vec->ve);
util_blitter_save_vertex_shader(b, vec->vs);
util_blitter_save_geometry_shader(b, vec->gs);
util_blitter_save_so_targets(b, vec->so.count, vec->so.states);
util_blitter_save_rasterizer(b, (void *) vec->rasterizer);
/* fragment states */
util_blitter_save_fragment_shader(b, vec->fs);
util_blitter_save_depth_stencil_alpha(b, (void *) vec->dsa);
util_blitter_save_blend(b, (void *) vec->blend);
util_blitter_save_sample_mask(b, vec->sample_mask);
util_blitter_save_stencil_ref(b, &vec->stencil_ref);
util_blitter_save_viewport(b, &vec->viewport.viewport0);
if (scissor_enable)
util_blitter_save_scissor(b, &vec->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(). Note that util_blitter uses at most two
* textures.
*/
util_blitter_save_fragment_sampler_states(b,
2, (void **) vec->sampler[PIPE_SHADER_FRAGMENT].cso);
util_blitter_save_fragment_sampler_views(b,
vec->view[PIPE_SHADER_FRAGMENT].count,
vec->view[PIPE_SHADER_FRAGMENT].states);
util_blitter_save_framebuffer(b, &vec->fb.state);
/* resource_copy_region() or blit() does not honor render condition */
util_blitter_save_render_condition(b,
blitter->ilo->render_condition.query,
blitter->ilo->render_condition.condition,
blitter->ilo->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, &vec->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)
{
/* 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))
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);
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)
{
struct ilo_state_vector *vec = &blitter->ilo->state_vector;
/* TODO we should pause/resume some queries */
ilo_blitter_pipe_begin(blitter, ILO_BLITTER_PIPE_CLEAR_FB, false);
util_blitter_clear(blitter->pipe_blitter,
vec->fb.state.width, vec->fb.state.height, 1,
buffers, color, depth, stencil);
ilo_blitter_pipe_end(blitter);
return true;
}
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