Пример #1
0
static void
i915_clear_render_target_blitter(struct pipe_context *pipe,
                                 struct pipe_surface *dst,
                                 const union pipe_color_union *color,
                                 unsigned dstx, unsigned dsty,
                                 unsigned width, unsigned height)
{
   struct i915_texture *tex = i915_texture(dst->texture);
   struct pipe_resource *pt = &tex->b.b;
   union util_color uc;
   unsigned offset = i915_texture_offset(tex, dst->u.tex.level, dst->u.tex.first_layer);

   assert(util_format_get_blockwidth(pt->format) == 1);
   assert(util_format_get_blockheight(pt->format) == 1);

   util_pack_color(color->f, dst->format, &uc);
   i915_fill_blit( i915_context(pipe),
                   util_format_get_blocksize(pt->format),
                   XY_COLOR_BLT_WRITE_ALPHA | XY_COLOR_BLT_WRITE_RGB,
                   (unsigned short) tex->stride,
                   tex->buffer, offset,
                   (short) dstx, (short) dsty,
                   (short) width, (short) height,
                   uc.ui );
}
Пример #2
0
/* Assumes all values are within bounds -- no checking at this level -
 * do it higher up if required.
 */
static void
i915_surface_copy_blitter(struct pipe_context *pipe,
                          struct pipe_resource *dst, unsigned dst_level,
                          unsigned dstx, unsigned dsty, unsigned dstz,
                          struct pipe_resource *src, unsigned src_level,
                          const struct pipe_box *src_box)
{
   struct i915_texture *dst_tex = i915_texture(dst);
   struct i915_texture *src_tex = i915_texture(src);
   struct pipe_resource *dpt = &dst_tex->b.b;
   struct pipe_resource *spt = &src_tex->b.b;
   unsigned dst_offset, src_offset;  /* in bytes */

   /* Fallback for buffers. */
   if (dst->target == PIPE_BUFFER && src->target == PIPE_BUFFER) {
      util_resource_copy_region(pipe, dst, dst_level, dstx, dsty, dstz,
                                src, src_level, src_box);
      return;
   }

   /* XXX cannot copy 3d regions at this time */
   assert(src_box->depth == 1);
   if (dst->target != PIPE_TEXTURE_CUBE &&
       dst->target != PIPE_TEXTURE_3D)
      assert(dstz == 0);
   dst_offset = i915_texture_offset(dst_tex, dst_level, dstz);

   if (src->target != PIPE_TEXTURE_CUBE &&
       src->target != PIPE_TEXTURE_3D)
      assert(src_box->z == 0);
   src_offset = i915_texture_offset(src_tex, src_level, src_box->z);

   assert( util_format_get_blocksize(dpt->format) == util_format_get_blocksize(spt->format) );
   assert( util_format_get_blockwidth(dpt->format) == util_format_get_blockwidth(spt->format) );
   assert( util_format_get_blockheight(dpt->format) == util_format_get_blockheight(spt->format) );
   assert( util_format_get_blockwidth(dpt->format) == 1 );
   assert( util_format_get_blockheight(dpt->format) == 1 );

   i915_copy_blit( i915_context(pipe),
                   util_format_get_blocksize(dpt->format),
                   (unsigned short) src_tex->stride, src_tex->buffer, src_offset,
                   (unsigned short) dst_tex->stride, dst_tex->buffer, dst_offset,
                   (short) src_box->x, (short) src_box->y, (short) dstx, (short) dsty,
                   (short) src_box->width, (short) src_box->height );
}
Пример #3
0
/**
 * Called before drawing VBO to map vertex samplers and hand them to draw
 */
void
i915_prepare_vertex_sampling(struct i915_context *i915)
{
   struct i915_winsys *iws = i915->iws;
   unsigned i,j;
   uint32_t row_stride[PIPE_MAX_TEXTURE_LEVELS];
   uint32_t img_stride[PIPE_MAX_TEXTURE_LEVELS];
   uint32_t mip_offsets[PIPE_MAX_TEXTURE_LEVELS];
   unsigned num = i915->num_vertex_sampler_views;
   struct pipe_sampler_view **views = i915->vertex_sampler_views;

   assert(num <= PIPE_MAX_SAMPLERS);
   if (!num)
      return;

   for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
      struct pipe_sampler_view *view = i < num ? views[i] : NULL;

      if (view) {
         struct pipe_resource *tex = view->texture;
         struct i915_texture *i915_tex = i915_texture(tex);
         ubyte *addr;

         /* We're referencing the texture's internal data, so save a
          * reference to it.
          */
         pipe_resource_reference(&i915->mapped_vs_tex[i], tex);

         i915->mapped_vs_tex_buffer[i] = i915_tex->buffer;
         addr = iws->buffer_map(iws,
                                i915_tex->buffer,
                                FALSE /* read only */);

         /* Setup array of mipmap level pointers */
         /* FIXME: handle 3D textures? */
         for (j = view->u.tex.first_level; j <= tex->last_level; j++) {
            mip_offsets[j] = i915_texture_offset(i915_tex, j , 0 /* FIXME depth */);
            row_stride[j] = i915_tex->stride;
            img_stride[j] = 0; /* FIXME */;
         }

         draw_set_mapped_texture(i915->draw,
                                 PIPE_SHADER_VERTEX,
                                 i,
                                 tex->width0, tex->height0, tex->depth0,
                                 view->u.tex.first_level, tex->last_level,
                                 addr,
                                 row_stride, img_stride, mip_offsets);
      } else
         i915->mapped_vs_tex[i] = NULL;
   }
}
Пример #4
0
static void
i915_clear_depth_stencil_blitter(struct pipe_context *pipe,
                                 struct pipe_surface *dst,
                                 unsigned clear_flags,
                                 double depth,
                                 unsigned stencil,
                                 unsigned dstx, unsigned dsty,
                                 unsigned width, unsigned height,
                                 bool render_condition_enabled)
{
   struct i915_texture *tex = i915_texture(dst->texture);
   struct pipe_resource *pt = &tex->b.b;
   unsigned packedds;
   unsigned mask = 0;
   unsigned offset = i915_texture_offset(tex, dst->u.tex.level, dst->u.tex.first_layer);

   assert(util_format_get_blockwidth(pt->format) == 1);
   assert(util_format_get_blockheight(pt->format) == 1);

   packedds = util_pack_z_stencil(dst->format, depth, stencil);

   if (clear_flags & PIPE_CLEAR_DEPTH)
      mask |= XY_COLOR_BLT_WRITE_RGB;
   /* XXX presumably this does read-modify-write
      (otherwise this won't work anyway). Hence will only want to
      do it if really have stencil and it isn't cleared */
   if ((clear_flags & PIPE_CLEAR_STENCIL) ||
       (dst->format != PIPE_FORMAT_Z24_UNORM_S8_UINT))
      mask |= XY_COLOR_BLT_WRITE_ALPHA;

   i915_fill_blit( i915_context(pipe),
                   util_format_get_blocksize(pt->format),
                   mask,
                   (unsigned short) tex->stride,
                   tex->buffer, offset,
                   (short) dstx, (short) dsty,
                   (short) width, (short) height,
                   packedds );
}
Пример #5
0
static void update_framebuffer(struct i915_context *i915)
{
    struct pipe_surface *cbuf_surface = i915->framebuffer.cbufs[0];
    struct pipe_surface *depth_surface = i915->framebuffer.zsbuf;
    unsigned x, y;
    int layer;
    uint32_t draw_offset, draw_size;

    if (cbuf_surface) {
        struct i915_texture *tex = i915_texture(cbuf_surface->texture);
        assert(tex);

        i915->current.cbuf_bo = tex->buffer;
        i915->current.cbuf_flags = BUF_3D_ID_COLOR_BACK |
                                   BUF_3D_PITCH(tex->stride) |  /* pitch in bytes */
                                   buf_3d_tiling_bits(tex->tiling);

        layer = cbuf_surface->u.tex.first_layer;

        x = tex->image_offset[cbuf_surface->u.tex.level][layer].nblocksx;
        y = tex->image_offset[cbuf_surface->u.tex.level][layer].nblocksy;
    } else {
        i915->current.cbuf_bo = NULL;
        x = y = 0;
    }
    i915->static_dirty |= I915_DST_BUF_COLOR;

    /* What happens if no zbuf??
     */
    if (depth_surface) {
        struct i915_texture *tex = i915_texture(depth_surface->texture);
        unsigned offset = i915_texture_offset(tex, depth_surface->u.tex.level,
                                              depth_surface->u.tex.first_layer);
        assert(tex);
        if (offset != 0)
            debug_printf("Depth offset is %d\n",offset);

        i915->current.depth_bo = tex->buffer;
        i915->current.depth_flags = BUF_3D_ID_DEPTH |
                                    BUF_3D_PITCH(tex->stride) |  /* pitch in bytes */
                                    buf_3d_tiling_bits(tex->tiling);
    } else
        i915->current.depth_bo = NULL;
    i915->static_dirty |= I915_DST_BUF_DEPTH;

    /* drawing rect calculations */
    draw_offset = x | (y << 16);
    draw_size = (i915->framebuffer.width - 1 + x) |
                ((i915->framebuffer.height - 1 + y) << 16);
    if (i915->current.draw_offset != draw_offset) {
        i915->current.draw_offset = draw_offset;
        i915_set_flush_dirty(i915, I915_PIPELINE_FLUSH);
        i915->static_dirty |= I915_DST_RECT;
    }
    if (i915->current.draw_size != draw_size) {
        i915->current.draw_size = draw_size;
        i915->static_dirty |= I915_DST_RECT;
    }

    /* we also send a new program to make sure the fixup for RGBA surfaces happens */
    i915->hardware_dirty |= I915_HW_STATIC | I915_HW_PROGRAM;

    /* flush the cache in case we sample from the old renderbuffers */
    i915_set_flush_dirty(i915, I915_FLUSH_CACHE);
}