Exemplo n.º 1
0
static void r600_blitter_begin(struct pipe_context *ctx, enum r600_blitter_op op)
{
	struct r600_context *rctx = (struct r600_context *)ctx;

	r600_suspend_nontimer_queries(&rctx->b);

	util_blitter_save_vertex_buffer_slot(rctx->blitter, rctx->vertex_buffer_state.vb);
	util_blitter_save_vertex_elements(rctx->blitter, rctx->vertex_fetch_shader.cso);
	util_blitter_save_vertex_shader(rctx->blitter, rctx->vs_shader);
	util_blitter_save_geometry_shader(rctx->blitter, rctx->gs_shader);
	util_blitter_save_so_targets(rctx->blitter, rctx->b.streamout.num_targets,
				     (struct pipe_stream_output_target**)rctx->b.streamout.targets);
	util_blitter_save_rasterizer(rctx->blitter, rctx->rasterizer_state.cso);

	if (op & R600_SAVE_FRAGMENT_STATE) {
		util_blitter_save_viewport(rctx->blitter, &rctx->viewport[0].state);
		util_blitter_save_scissor(rctx->blitter, &rctx->scissor[0].scissor);
		util_blitter_save_fragment_shader(rctx->blitter, rctx->ps_shader);
		util_blitter_save_blend(rctx->blitter, rctx->blend_state.cso);
		util_blitter_save_depth_stencil_alpha(rctx->blitter, rctx->dsa_state.cso);
		util_blitter_save_stencil_ref(rctx->blitter, &rctx->stencil_ref.pipe_state);
                util_blitter_save_sample_mask(rctx->blitter, rctx->sample_mask.sample_mask);
	}

	if (op & R600_SAVE_FRAMEBUFFER)
		util_blitter_save_framebuffer(rctx->blitter, &rctx->framebuffer.state);

	if (op & R600_SAVE_TEXTURES) {
		util_blitter_save_fragment_sampler_states(
			rctx->blitter, util_last_bit(rctx->samplers[PIPE_SHADER_FRAGMENT].states.enabled_mask),
			(void**)rctx->samplers[PIPE_SHADER_FRAGMENT].states.states);

		util_blitter_save_fragment_sampler_views(
			rctx->blitter, util_last_bit(rctx->samplers[PIPE_SHADER_FRAGMENT].views.enabled_mask),
			(struct pipe_sampler_view**)rctx->samplers[PIPE_SHADER_FRAGMENT].views.views);
	}

	if ((op & R600_DISABLE_RENDER_COND) && rctx->b.current_render_cond) {
           util_blitter_save_render_condition(rctx->blitter,
                                              rctx->b.current_render_cond,
                                              rctx->b.current_render_cond_cond,
                                              rctx->b.current_render_cond_mode);
        }
}
/**
 * Saving blitter states before doing any blitter operation
 */
static void
begin_blit(struct svga_context *svga)
{
   util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb);
   util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
   util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
   util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);
   util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,
                     (struct pipe_stream_output_target**)svga->so_targets);
   util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
   util_blitter_save_viewport(svga->blitter, &svga->curr.viewport);
   util_blitter_save_scissor(svga->blitter, &svga->curr.scissor);
   util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
   util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
   util_blitter_save_depth_stencil_alpha(svga->blitter,
                                         (void*)svga->curr.depth);
   util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
   util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask);
}
Exemplo n.º 3
0
static void si_blitter_begin(struct pipe_context *ctx, enum si_blitter_op op)
{
	struct si_context *sctx = (struct si_context *)ctx;

	r600_suspend_nontimer_queries(&sctx->b);

	util_blitter_save_blend(sctx->blitter, sctx->queued.named.blend);
	util_blitter_save_depth_stencil_alpha(sctx->blitter, sctx->queued.named.dsa);
	util_blitter_save_stencil_ref(sctx->blitter, &sctx->stencil_ref.state);
	util_blitter_save_rasterizer(sctx->blitter, sctx->queued.named.rasterizer);
	util_blitter_save_fragment_shader(sctx->blitter, sctx->ps_shader.cso);
	util_blitter_save_geometry_shader(sctx->blitter, sctx->gs_shader.cso);
	util_blitter_save_tessctrl_shader(sctx->blitter, sctx->tcs_shader.cso);
	util_blitter_save_tesseval_shader(sctx->blitter, sctx->tes_shader.cso);
	util_blitter_save_vertex_shader(sctx->blitter, sctx->vs_shader.cso);
	util_blitter_save_vertex_elements(sctx->blitter, sctx->vertex_elements);
	util_blitter_save_sample_mask(sctx->blitter, sctx->sample_mask.sample_mask);
	util_blitter_save_viewport(sctx->blitter, &sctx->viewports.states[0]);
	util_blitter_save_scissor(sctx->blitter, &sctx->scissors.states[0]);
	util_blitter_save_vertex_buffer_slot(sctx->blitter, sctx->vertex_buffer);
	util_blitter_save_so_targets(sctx->blitter, sctx->b.streamout.num_targets,
				     (struct pipe_stream_output_target**)sctx->b.streamout.targets);

	if (op & SI_SAVE_FRAMEBUFFER)
		util_blitter_save_framebuffer(sctx->blitter, &sctx->framebuffer.state);

	if (op & SI_SAVE_TEXTURES) {
		util_blitter_save_fragment_sampler_states(
			sctx->blitter, 2,
			sctx->samplers[PIPE_SHADER_FRAGMENT].states.saved_states);

		util_blitter_save_fragment_sampler_views(sctx->blitter, 2,
			sctx->samplers[PIPE_SHADER_FRAGMENT].views.views);
	}

	if ((op & SI_DISABLE_RENDER_COND) && sctx->b.current_render_cond) {
		util_blitter_save_render_condition(sctx->blitter,
                                                   sctx->b.current_render_cond,
                                                   sctx->b.current_render_cond_cond,
                                                   sctx->b.current_render_cond_mode);
	}
}
Exemplo n.º 4
0
static void si_blitter_begin(struct pipe_context *ctx, enum si_blitter_op op)
{
	struct si_context *sctx = (struct si_context *)ctx;

	r600_suspend_nontimer_queries(&sctx->b);

	util_blitter_save_blend(sctx->blitter, sctx->queued.named.blend);
	util_blitter_save_depth_stencil_alpha(sctx->blitter, sctx->queued.named.dsa);
	util_blitter_save_stencil_ref(sctx->blitter, &sctx->stencil_ref);
	util_blitter_save_rasterizer(sctx->blitter, sctx->queued.named.rasterizer);
	util_blitter_save_fragment_shader(sctx->blitter, sctx->ps_shader);
	util_blitter_save_geometry_shader(sctx->blitter, sctx->gs_shader);
	util_blitter_save_vertex_shader(sctx->blitter, sctx->vs_shader);
	util_blitter_save_vertex_elements(sctx->blitter, sctx->vertex_elements);
	if (sctx->queued.named.viewport) {
		util_blitter_save_viewport(sctx->blitter, &sctx->queued.named.viewport->viewport);
	}
	util_blitter_save_vertex_buffer_slot(sctx->blitter, sctx->vertex_buffer);
	util_blitter_save_so_targets(sctx->blitter, sctx->b.streamout.num_targets,
				     (struct pipe_stream_output_target**)sctx->b.streamout.targets);

	if (op & SI_SAVE_FRAMEBUFFER)
		util_blitter_save_framebuffer(sctx->blitter, &sctx->framebuffer.state);

	if (op & SI_SAVE_TEXTURES) {
		util_blitter_save_fragment_sampler_states(
			sctx->blitter, sctx->samplers[PIPE_SHADER_FRAGMENT].n_samplers,
			(void**)sctx->samplers[PIPE_SHADER_FRAGMENT].samplers);

		util_blitter_save_fragment_sampler_views(sctx->blitter,
			util_last_bit(sctx->samplers[PIPE_SHADER_FRAGMENT].views.desc.enabled_mask &
				      ((1 << NUM_TEX_UNITS) - 1)),
			sctx->samplers[PIPE_SHADER_FRAGMENT].views.views);
	}

	if ((op & SI_DISABLE_RENDER_COND) && sctx->b.current_render_cond) {
		util_blitter_save_render_condition(sctx->blitter,
                                                   sctx->b.current_render_cond,
                                                   sctx->b.current_render_cond_cond,
                                                   sctx->b.current_render_cond_mode);
	}
}
Exemplo n.º 5
0
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;
   }
}
Exemplo n.º 6
0
static void
swr_blit(struct pipe_context *pipe, const struct pipe_blit_info *blit_info)
{
   struct swr_context *ctx = swr_context(pipe);
   /* Make a copy of the const blit_info, so we can modify it */
   struct pipe_blit_info info = *blit_info;

   if (info.render_condition_enable && !swr_check_render_cond(pipe))
      return;

   if (info.src.resource->nr_samples > 1 && info.dst.resource->nr_samples <= 1
       && !util_format_is_depth_or_stencil(info.src.resource->format)
       && !util_format_is_pure_integer(info.src.resource->format)) {
      debug_printf("swr_blit: color resolve : %d -> %d\n",
            info.src.resource->nr_samples, info.dst.resource->nr_samples);

      /* Resolve is done as part of the surface store. */
      swr_store_dirty_resource(pipe, info.src.resource, SWR_TILE_RESOLVED);

      struct pipe_resource *src_resource = info.src.resource;
      struct pipe_resource *resolve_target =
         swr_resource(src_resource)->resolve_target;

      /* The resolve target becomes the new source for the blit. */
      info.src.resource = resolve_target;
   }

   if (util_try_blit_via_copy_region(pipe, &info)) {
      return; /* done */
   }

   if (info.mask & PIPE_MASK_S) {
      debug_printf("swr: cannot blit stencil, skipping\n");
      info.mask &= ~PIPE_MASK_S;
   }

   if (!util_blitter_is_blit_supported(ctx->blitter, &info)) {
      debug_printf("swr: blit unsupported %s -> %s\n",
                   util_format_short_name(info.src.resource->format),
                   util_format_short_name(info.dst.resource->format));
      return;
   }

   if (ctx->active_queries) {
      ctx->api.pfnSwrEnableStatsFE(ctx->swrContext, FALSE);
      ctx->api.pfnSwrEnableStatsBE(ctx->swrContext, FALSE);
   }

   util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vertex_buffer);
   util_blitter_save_vertex_elements(ctx->blitter, (void *)ctx->velems);
   util_blitter_save_vertex_shader(ctx->blitter, (void *)ctx->vs);
   util_blitter_save_geometry_shader(ctx->blitter, (void*)ctx->gs);
   util_blitter_save_so_targets(
      ctx->blitter,
      ctx->num_so_targets,
      (struct pipe_stream_output_target **)ctx->so_targets);
   util_blitter_save_rasterizer(ctx->blitter, (void *)ctx->rasterizer);
   util_blitter_save_viewport(ctx->blitter, &ctx->viewport);
   util_blitter_save_scissor(ctx->blitter, &ctx->scissor);
   util_blitter_save_fragment_shader(ctx->blitter, ctx->fs);
   util_blitter_save_blend(ctx->blitter, (void *)ctx->blend);
   util_blitter_save_depth_stencil_alpha(ctx->blitter,
                                         (void *)ctx->depth_stencil);
   util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref);
   util_blitter_save_sample_mask(ctx->blitter, ctx->sample_mask);
   util_blitter_save_framebuffer(ctx->blitter, &ctx->framebuffer);
   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_sampler_views[PIPE_SHADER_FRAGMENT],
      ctx->sampler_views[PIPE_SHADER_FRAGMENT]);
   util_blitter_save_render_condition(ctx->blitter,
                                      ctx->render_cond_query,
                                      ctx->render_cond_cond,
                                      ctx->render_cond_mode);

   util_blitter_blit(ctx->blitter, &info);

   if (ctx->active_queries) {
      ctx->api.pfnSwrEnableStatsFE(ctx->swrContext, TRUE);
      ctx->api.pfnSwrEnableStatsBE(ctx->swrContext, TRUE);
   }
}
Exemplo n.º 7
0
/**
 * Try issuing a quad blit.
 */
static bool
try_blit(struct svga_context *svga, const struct pipe_blit_info *blit_info)
{
   struct svga_winsys_screen *sws = svga_screen(svga->pipe.screen)->sws;
   struct pipe_resource *src = blit_info->src.resource;
   struct pipe_resource *dst = blit_info->dst.resource;
   struct pipe_resource *newSrc = NULL;
   struct pipe_resource *newDst = NULL;
   bool can_create_src_view;
   bool can_create_dst_view;
   bool ret = true;
   struct pipe_blit_info blit = *blit_info;

   SVGA_STATS_TIME_PUSH(sws, SVGA_STATS_TIME_BLITBLITTER);

   /**
    * Avoid using util_blitter_blit() for these depth formats on non-vgpu10
    * devices because these depth formats only support comparison mode
    * and not ordinary sampling.
    */
   if (!svga_have_vgpu10(svga) && (blit.mask & PIPE_MASK_Z) &&
       (svga_texture(dst)->key.format == SVGA3D_Z_D16 ||
       svga_texture(dst)->key.format == SVGA3D_Z_D24X8 ||
       svga_texture(dst)->key.format == SVGA3D_Z_D24S8)) {
      ret = false;
      goto done;
  }

   /**
    * If format is srgb and blend is enabled then color values need
    * to be converted into linear format.
    */
   if (is_blending_enabled(svga, &blit)) {
      blit.src.format = util_format_linear(blit.src.format);
      blit.dst.format = util_format_linear(blit.dst.format);
   }

   /* Check if we can create shader resource view and
    * render target view for the quad blitter to work
    */
   can_create_src_view =
      is_view_format_compatible(src->format, svga_texture(src)->key.format,
                                blit.src.format);

   can_create_dst_view =
      is_view_format_compatible(dst->format, svga_texture(dst)->key.format,
                                blit.dst.format);

   if ((blit.mask & PIPE_MASK_S) ||
       ((!can_create_dst_view || !can_create_src_view)
        && !svga_have_vgpu10(svga))) {
      /* Can't do stencil blits with textured quad blitter */
      debug_warn_once("using software stencil blit");
      ret = false;
      goto done;
   }

   if (!util_blitter_is_blit_supported(svga->blitter, &blit)) {
      debug_printf("svga: blit unsupported %s -> %s\n",
                   util_format_short_name(blit.src.resource->format),
                   util_format_short_name(blit.dst.resource->format));
      ret = false;
      goto done;
   }

   /* XXX turn off occlusion and streamout queries */

   util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb);
   util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
   util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
   util_blitter_save_geometry_shader(svga->blitter, svga->curr.user_gs);
   util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,
                     (struct pipe_stream_output_target**)svga->so_targets);
   util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
   util_blitter_save_viewport(svga->blitter, &svga->curr.viewport);
   util_blitter_save_scissor(svga->blitter, &svga->curr.scissor);
   util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
   util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
   util_blitter_save_depth_stencil_alpha(svga->blitter,
                                         (void*)svga->curr.depth);
   util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
   util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask);
   util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);
   util_blitter_save_fragment_sampler_states(svga->blitter,
                     svga->curr.num_samplers[PIPE_SHADER_FRAGMENT],
                     (void**)svga->curr.sampler[PIPE_SHADER_FRAGMENT]);
   util_blitter_save_fragment_sampler_views(svga->blitter,
                     svga->curr.num_sampler_views[PIPE_SHADER_FRAGMENT],
                     svga->curr.sampler_views[PIPE_SHADER_FRAGMENT]);

   if (!can_create_src_view) {
      struct pipe_resource template;
      struct pipe_blit_info copy_region_blit;