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#include "zink_context.h"
#include "zink_helpers.h"
#include "zink_resource.h"
#include "zink_screen.h"
#include "util/u_blitter.h"
#include "util/u_format.h"
static bool
blit_resolve(struct zink_context *ctx, const struct pipe_blit_info *info)
{
if (info->mask != PIPE_MASK_RGBA ||
info->scissor_enable ||
info->alpha_blend)
return false;
struct zink_resource *src = zink_resource(info->src.resource);
struct zink_resource *dst = zink_resource(info->dst.resource);
struct zink_screen *screen = zink_screen(ctx->base.screen);
if (src->format != zink_get_format(screen, info->src.format) ||
dst->format != zink_get_format(screen, info->dst.format))
return false;
struct zink_batch *batch = zink_batch_no_rp(ctx);
zink_batch_reference_resoure(batch, src);
zink_batch_reference_resoure(batch, dst);
if (src->layout != VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL)
zink_resource_barrier(batch->cmdbuf, src, src->aspect,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
if (dst->layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
zink_resource_barrier(batch->cmdbuf, dst, dst->aspect,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VkImageResolve region = {};
region.srcSubresource.aspectMask = src->aspect;
region.srcSubresource.mipLevel = info->src.level;
region.srcSubresource.baseArrayLayer = 0; // no clue
region.srcSubresource.layerCount = 1; // no clue
region.srcOffset.x = info->src.box.x;
region.srcOffset.y = info->src.box.y;
region.srcOffset.z = info->src.box.z;
region.dstSubresource.aspectMask = dst->aspect;
region.dstSubresource.mipLevel = info->dst.level;
region.dstSubresource.baseArrayLayer = 0; // no clue
region.dstSubresource.layerCount = 1; // no clue
region.dstOffset.x = info->dst.box.x;
region.dstOffset.y = info->dst.box.y;
region.dstOffset.z = info->dst.box.z;
region.extent.width = info->dst.box.width;
region.extent.height = info->dst.box.height;
region.extent.depth = info->dst.box.depth;
vkCmdResolveImage(batch->cmdbuf, src->image, src->layout,
dst->image, dst->layout,
1, ®ion);
return true;
}
static bool
blit_native(struct zink_context *ctx, const struct pipe_blit_info *info)
{
if (info->mask != PIPE_MASK_RGBA ||
info->scissor_enable ||
info->alpha_blend)
return false;
struct zink_resource *src = zink_resource(info->src.resource);
struct zink_resource *dst = zink_resource(info->dst.resource);
struct zink_screen *screen = zink_screen(ctx->base.screen);
if (src->format != zink_get_format(screen, info->src.format) ||
dst->format != zink_get_format(screen, info->dst.format))
return false;
struct zink_batch *batch = zink_batch_no_rp(ctx);
zink_batch_reference_resoure(batch, src);
zink_batch_reference_resoure(batch, dst);
if (src->layout != VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL)
zink_resource_barrier(batch->cmdbuf, src, src->aspect,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
if (dst->layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
zink_resource_barrier(batch->cmdbuf, dst, dst->aspect,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VkImageBlit region = {};
region.srcSubresource.aspectMask = src->aspect;
region.srcSubresource.mipLevel = info->src.level;
region.srcOffsets[0].x = info->src.box.x;
region.srcOffsets[0].y = info->src.box.y;
region.srcOffsets[1].x = info->src.box.x + info->src.box.width;
region.srcOffsets[1].y = info->src.box.y + info->src.box.height;
if (src->base.array_size > 1) {
region.srcOffsets[0].z = 0;
region.srcOffsets[1].z = 1;
region.srcSubresource.baseArrayLayer = info->src.box.z;
region.srcSubresource.layerCount = info->src.box.depth;
} else {
region.srcOffsets[0].z = info->src.box.z;
region.srcOffsets[1].z = info->src.box.z + info->src.box.depth;
region.srcSubresource.baseArrayLayer = 0;
region.srcSubresource.layerCount = 1;
}
region.dstSubresource.aspectMask = dst->aspect;
region.dstSubresource.mipLevel = info->dst.level;
region.dstOffsets[0].x = info->dst.box.x;
region.dstOffsets[0].y = info->dst.box.y;
region.dstOffsets[1].x = info->dst.box.x + info->dst.box.width;
region.dstOffsets[1].y = info->dst.box.y + info->dst.box.height;
if (dst->base.array_size > 1) {
region.dstOffsets[0].z = 0;
region.dstOffsets[1].z = 1;
region.dstSubresource.baseArrayLayer = info->dst.box.z;
region.dstSubresource.layerCount = info->dst.box.depth;
} else {
region.dstOffsets[0].z = info->dst.box.z;
region.dstOffsets[1].z = info->dst.box.z + info->dst.box.depth;
region.dstSubresource.baseArrayLayer = 0;
region.dstSubresource.layerCount = 1;
}
vkCmdBlitImage(batch->cmdbuf, src->image, src->layout,
dst->image, dst->layout,
1, ®ion,
zink_filter(info->filter));
return true;
}
void
zink_blit(struct pipe_context *pctx,
const struct pipe_blit_info *info)
{
struct zink_context *ctx = zink_context(pctx);
if (info->src.resource->nr_samples > 1 &&
info->dst.resource->nr_samples <= 1) {
if (blit_resolve(ctx, info))
return;
} else {
if (blit_native(ctx, info))
return;
}
if (!util_blitter_is_blit_supported(ctx->blitter, info)) {
debug_printf("blit unsupported %s -> %s\n",
util_format_short_name(info->src.resource->format),
util_format_short_name(info->dst.resource->format));
return;
}
util_blitter_save_blend(ctx->blitter, ctx->gfx_pipeline_state.blend_state);
util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->gfx_pipeline_state.depth_stencil_alpha_state);
util_blitter_save_vertex_elements(ctx->blitter, ctx->element_state);
util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref);
util_blitter_save_rasterizer(ctx->blitter, ctx->rast_state);
util_blitter_save_fragment_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_FRAGMENT]);
util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]);
util_blitter_save_framebuffer(ctx->blitter, &ctx->fb_state);
util_blitter_save_viewport(ctx->blitter, ctx->viewport_states);
util_blitter_save_scissor(ctx->blitter, ctx->scissor_states);
util_blitter_save_fragment_sampler_states(ctx->blitter,
ctx->num_samplers[PIPE_SHADER_FRAGMENT],
(void **)ctx->samplers[PIPE_SHADER_FRAGMENT]);
util_blitter_save_fragment_sampler_views(ctx->blitter,
ctx->num_image_views[PIPE_SHADER_FRAGMENT],
ctx->image_views[PIPE_SHADER_FRAGMENT]);
util_blitter_save_fragment_constant_buffer_slot(ctx->blitter, ctx->ubos[PIPE_SHADER_FRAGMENT]);
util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->buffers);
util_blitter_save_sample_mask(ctx->blitter, ctx->gfx_pipeline_state.sample_mask);
util_blitter_blit(ctx->blitter, info);
}
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