示例#1
0
文件: r300_blit.c 项目: chemecse/mesa
/* Clear a region of a depth stencil surface. */
static void r300_clear_depth_stencil(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 r300_context *r300 = r300_context(pipe);
    struct pipe_framebuffer_state *fb =
        (struct pipe_framebuffer_state*)r300->fb_state.state;

    if (r300->zmask_in_use && !r300->locked_zbuffer) {
        if (fb->zsbuf->texture == dst->texture) {
            r300_decompress_zmask(r300);
        }
    }

    /* XXX Do not decompress ZMask of the currently-set zbuffer. */
    r300_blitter_begin(r300, R300_CLEAR_SURFACE |
                       (render_condition_enabled ? 0 : R300_IGNORE_RENDER_COND));
    util_blitter_clear_depth_stencil(r300->blitter, dst, clear_flags, depth, stencil,
                                     dstx, dsty, width, height);
    r300_blitter_end(r300);
}
static void
svga_clear_depth_stencil(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 svga_context *svga = svga_context( pipe );

    svga_toggle_render_condition(svga, render_condition_enabled, FALSE);

    /* Use software fallback */
    begin_blit(svga);
    util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);
    util_blitter_clear_depth_stencil(svga->blitter,
                                     dst, clear_flags,
                                     depth, stencil,
                                     dstx, dsty,
                                     width, height);

    svga_toggle_render_condition(svga, render_condition_enabled, TRUE);
}
static void r600_clear_depth_stencil(struct pipe_context *ctx,
				     struct pipe_surface *dst,
				     unsigned clear_flags,
				     double depth,
				     unsigned stencil,
				     unsigned dstx, unsigned dsty,
				     unsigned width, unsigned height)
{
	struct r600_context *rctx = (struct r600_context *)ctx;

	r600_blitter_begin(ctx, R600_CLEAR_SURFACE);
	util_blitter_clear_depth_stencil(rctx->blitter, dst, clear_flags, depth, stencil,
					 dstx, dsty, width, height);
	r600_blitter_end(ctx);
}
示例#4
0
/* Clear a region of a depth stencil surface. */
static void r300_clear_depth_stencil(struct pipe_context *pipe,
                                     struct pipe_surface *dst,
                                     unsigned clear_flags,
                                     double depth,
                                     unsigned stencil,
                                     unsigned dstx, unsigned dsty,
                                     unsigned width, unsigned height)
{
    struct r300_context *r300 = r300_context(pipe);

    r300_blitter_begin(r300, R300_CLEAR_SURFACE);
    util_blitter_clear_depth_stencil(r300->blitter, dst, clear_flags, depth, stencil,
                                     dstx, dsty, width, height);
    r300_blitter_end(r300);
}
示例#5
0
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;
}
示例#6
0
static void si_clear_depth_stencil(struct pipe_context *ctx,
				   struct pipe_surface *dst,
				   unsigned clear_flags,
				   double depth,
				   unsigned stencil,
				   unsigned dstx, unsigned dsty,
				   unsigned width, unsigned height,
				   bool render_condition_enabled)
{
	struct si_context *sctx = (struct si_context *)ctx;

	si_blitter_begin(sctx, SI_CLEAR_SURFACE |
			 (render_condition_enabled ? 0 : SI_DISABLE_RENDER_COND));
	util_blitter_clear_depth_stencil(sctx->blitter, dst, clear_flags, depth, stencil,
					 dstx, dsty, width, height);
	si_blitter_end(sctx);
}
static void
svga_clear_texture(struct pipe_context *pipe,
                   struct pipe_resource *res,
                   unsigned level,
                   const struct pipe_box *box,
                   const void *data)
{
   struct svga_context *svga = svga_context(pipe);
   struct svga_surface *svga_surface_dst;
   enum pipe_error ret;
   struct pipe_surface tmpl;
   struct pipe_surface *surface;

   memset(&tmpl, 0, sizeof(tmpl));
   tmpl.format = res->format;
   tmpl.u.tex.first_layer = box->z;
   tmpl.u.tex.last_layer = box->z + box->depth - 1;
   tmpl.u.tex.level = level;

   surface = pipe->create_surface(pipe, res, &tmpl);
   if (surface == NULL) {
      debug_printf("failed to create surface\n");
      return;
   }
   svga_surface_dst = svga_surface(surface);

   union pipe_color_union color;
   const struct util_format_description *desc =
      util_format_description(surface->format);

   if (util_format_is_depth_or_stencil(surface->format)) {
      float depth;
      uint8_t stencil;
      unsigned clear_flags = 0;

      /* If data is NULL, then set depthValue and stencilValue to zeros */
      if (data == NULL) {
         depth = 0.0;
         stencil = 0;
      }
      else {
         desc->unpack_z_float(&depth, 0, data, 0, 1, 1);
         desc->unpack_s_8uint(&stencil, 0, data, 0, 1, 1);
      }

      if (util_format_has_depth(desc)) {
         clear_flags |= PIPE_CLEAR_DEPTH;
      }
      if (util_format_has_stencil(desc)) {
         clear_flags |= PIPE_CLEAR_STENCIL;
      }

      /* Setup depth stencil view */
      struct pipe_surface *dsv =
         svga_validate_surface_view(svga, svga_surface_dst);

      if (!dsv) {
         pipe_surface_reference(&surface, NULL);
         return;
      }

      if (box->x == 0 && box->y == 0 && box->width == surface->width &&
          box->height == surface->height) {
         /* clearing whole surface, use direct VGPU10 command */


         ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
                                                   clear_flags,
                                                   stencil, depth);
         if (ret != PIPE_OK) {
            /* flush and try again */
            svga_context_flush(svga, NULL);
            ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
                                                      clear_flags,
                                                      stencil, depth);
            assert(ret == PIPE_OK);
         }
      }
      else {
         /* To clear subtexture use software fallback */

         util_blitter_save_framebuffer(svga->blitter,
                                       &svga->curr.framebuffer);
         begin_blit(svga);
         util_blitter_clear_depth_stencil(svga->blitter,
                                          dsv, clear_flags,
                                          depth,stencil,
                                          box->x, box->y,
                                          box->width, box->height);
      }
   }
   else {
      /* non depth-stencil formats */

      if (data == NULL) {
         /* If data is NULL, the texture image is filled with zeros */
         color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
      }
      else {
         if (util_format_is_pure_sint(surface->format)) {
            /* signed integer */
            desc->unpack_rgba_sint(color.i, 0, data, 0, 1, 1);
         }
         else if (util_format_is_pure_uint(surface->format)) {
            /* unsigned integer */
            desc->unpack_rgba_uint(color.ui, 0, data, 0, 1, 1);
         }
         else {
            /* floating point */
            desc->unpack_rgba_float(color.f, 0, data, 0, 1, 1);
         }
      }

      /* Setup render target view */
      struct pipe_surface *rtv =
         svga_validate_surface_view(svga, svga_surface_dst);

      if (!rtv) {
         pipe_surface_reference(&surface, NULL);
         return;
      }

      if (box->x == 0 && box->y == 0 && box->width == surface->width &&
          box->height == surface->height) {
         struct pipe_framebuffer_state *curr =  &svga->curr.framebuffer;

         if (is_integer_target(curr, PIPE_CLEAR_COLOR) &&
             !ints_fit_in_floats(&color)) {
            /* To clear full texture with integer format */
            clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
         }
         else {
            /* clearing whole surface using VGPU10 command */
            ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
                                                      color.f);
            if (ret != PIPE_OK) {
               svga_context_flush(svga,NULL);
               ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
                                                         color.f);
               assert(ret == PIPE_OK);
            }
         }
      }
      else {
         /* To clear subtexture use software fallback */

         /**
          * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
          * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
          * util_clear_render_target() for PIPE_TEXTURE_3D.
          */
         if (rtv->texture->target != PIPE_TEXTURE_3D &&
             pipe->screen->is_format_supported(pipe->screen, rtv->format,
                                               rtv->texture->target,
                                               rtv->texture->nr_samples,
                                               PIPE_BIND_RENDER_TARGET)) {
            /* clear with quad drawing */
            util_blitter_save_framebuffer(svga->blitter,
                                          &svga->curr.framebuffer);
            begin_blit(svga);
            util_blitter_clear_render_target(svga->blitter,
                                             rtv,
                                             &color,
                                             box->x, box->y,
                                             box->width, box->height);
         }
         else {
            /* clear with map/write/unmap */

            /* store layer values */
            unsigned first_layer = rtv->u.tex.first_layer;
            unsigned last_layer = rtv->u.tex.last_layer;
            unsigned box_depth = last_layer - first_layer + 1;

            for (unsigned i = 0; i < box_depth; i++) {
               rtv->u.tex.first_layer = rtv->u.tex.last_layer =
                  first_layer + i;
               util_clear_render_target(pipe, rtv, &color, box->x, box->y,
                                        box->width, box->height);
            }
            /* restore layer values */
            rtv->u.tex.first_layer = first_layer;
            rtv->u.tex.last_layer = last_layer;
         }
      }
   }
   pipe_surface_reference(&surface, NULL);
}