*/
#include "util/u_blitter.h"
+#include "util/u_surface.h"
#include "freedreno_blitter.h"
#include "freedreno_context.h"
+#include "freedreno_resource.h"
+#include "freedreno_fence.h"
/* generic blit using u_blitter.. slightly modified version of util_blitter_blit
* which also handles PIPE_BUFFER:
unsigned dstlevel, unsigned dstz)
{
memset(dst_templ, 0, sizeof(*dst_templ));
- if (dst->target == PIPE_BUFFER)
- dst_templ->format = PIPE_FORMAT_R8_UINT;
- else
- dst_templ->format = util_format_linear(dst->format);
dst_templ->u.tex.level = dstlevel;
dst_templ->u.tex.first_layer = dstz;
dst_templ->u.tex.last_layer = dstz;
if (src->target == PIPE_BUFFER) {
src_templ->target = PIPE_TEXTURE_1D;
- src_templ->format = PIPE_FORMAT_R8_UINT;
- } else {
- src_templ->format = util_format_linear(src->format);
}
src_templ->u.tex.first_level = srclevel;
src_templ->u.tex.last_level = srclevel;
src_templ->swizzle_a = PIPE_SWIZZLE_W;
}
-void
+static void
+fd_blitter_pipe_begin(struct fd_context *ctx, bool render_cond, bool discard,
+ enum fd_render_stage stage)
+{
+ fd_fence_ref(&ctx->last_fence, NULL);
+
+ util_blitter_save_fragment_constant_buffer_slot(ctx->blitter,
+ ctx->constbuf[PIPE_SHADER_FRAGMENT].cb);
+ util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vtx.vertexbuf.vb);
+ util_blitter_save_vertex_elements(ctx->blitter, ctx->vtx.vtx);
+ util_blitter_save_vertex_shader(ctx->blitter, ctx->prog.vs);
+ util_blitter_save_tessctrl_shader(ctx->blitter, ctx->prog.hs);
+ util_blitter_save_tesseval_shader(ctx->blitter, ctx->prog.ds);
+ util_blitter_save_geometry_shader(ctx->blitter, ctx->prog.gs);
+ util_blitter_save_so_targets(ctx->blitter, ctx->streamout.num_targets,
+ ctx->streamout.targets);
+ util_blitter_save_rasterizer(ctx->blitter, 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->prog.fs);
+ util_blitter_save_blend(ctx->blitter, ctx->blend);
+ util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->zsa);
+ 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->tex[PIPE_SHADER_FRAGMENT].num_samplers,
+ (void **)ctx->tex[PIPE_SHADER_FRAGMENT].samplers);
+ util_blitter_save_fragment_sampler_views(ctx->blitter,
+ ctx->tex[PIPE_SHADER_FRAGMENT].num_textures,
+ ctx->tex[PIPE_SHADER_FRAGMENT].textures);
+ if (!render_cond)
+ util_blitter_save_render_condition(ctx->blitter,
+ ctx->cond_query, ctx->cond_cond, ctx->cond_mode);
+
+ if (ctx->batch)
+ fd_batch_set_stage(ctx->batch, stage);
+
+ ctx->in_discard_blit = discard;
+}
+
+static void
+fd_blitter_pipe_end(struct fd_context *ctx)
+{
+ ctx->in_discard_blit = false;
+}
+
+bool
fd_blitter_blit(struct fd_context *ctx, const struct pipe_blit_info *info)
{
struct pipe_resource *dst = info->dst.resource;
struct pipe_context *pipe = &ctx->base;
struct pipe_surface *dst_view, dst_templ;
struct pipe_sampler_view src_templ, *src_view;
+ bool discard = false;
+
+ if (!info->scissor_enable && !info->alpha_blend) {
+ discard = util_texrange_covers_whole_level(info->dst.resource,
+ info->dst.level, info->dst.box.x, info->dst.box.y,
+ info->dst.box.z, info->dst.box.width,
+ info->dst.box.height, info->dst.box.depth);
+ }
+
+ fd_blitter_pipe_begin(ctx, info->render_condition_enable, discard, FD_STAGE_BLIT);
/* Initialize the surface. */
default_dst_texture(&dst_templ, dst, info->dst.level,
pipe_surface_reference(&dst_view, NULL);
pipe_sampler_view_reference(&src_view, NULL);
+
+ fd_blitter_pipe_end(ctx);
+
+ /* The fallback blitter must never fail: */
+ return true;
+}
+
+/* Generic clear implementation (partially) using u_blitter: */
+void
+fd_blitter_clear(struct pipe_context *pctx, unsigned buffers,
+ const union pipe_color_union *color, double depth, unsigned stencil)
+{
+ struct fd_context *ctx = fd_context(pctx);
+ struct pipe_framebuffer_state *pfb = &ctx->batch->framebuffer;
+ struct blitter_context *blitter = ctx->blitter;
+
+ fd_blitter_pipe_begin(ctx, false, true, FD_STAGE_CLEAR);
+
+ util_blitter_common_clear_setup(blitter, pfb->width, pfb->height,
+ buffers, NULL, NULL);
+
+ struct pipe_stencil_ref sr = {
+ .ref_value = { stencil & 0xff }
+ };
+ pctx->set_stencil_ref(pctx, &sr);
+
+ struct pipe_constant_buffer cb = {
+ .buffer_size = 16,
+ .user_buffer = &color->ui,
+ };
+ pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, &cb);
+
+ if (!ctx->clear_rs_state) {
+ const struct pipe_rasterizer_state tmpl = {
+ .cull_face = PIPE_FACE_NONE,
+ .half_pixel_center = 1,
+ .bottom_edge_rule = 1,
+ .flatshade = 1,
+ .depth_clip_near = 1,
+ .depth_clip_far = 1,
+ };
+ ctx->clear_rs_state = pctx->create_rasterizer_state(pctx, &tmpl);
+ }
+ pctx->bind_rasterizer_state(pctx, ctx->clear_rs_state);
+
+ struct pipe_viewport_state vp = {
+ .scale = { 0.5f * pfb->width, -0.5f * pfb->height, depth },
+ .translate = { 0.5f * pfb->width, 0.5f * pfb->height, 0.0f },
+ };
+ pctx->set_viewport_states(pctx, 0, 1, &vp);
+
+ pctx->bind_vertex_elements_state(pctx, ctx->solid_vbuf_state.vtx);
+ pctx->set_vertex_buffers(pctx, blitter->vb_slot, 1,
+ &ctx->solid_vbuf_state.vertexbuf.vb[0]);
+ pctx->set_stream_output_targets(pctx, 0, NULL, NULL);
+ pctx->bind_vs_state(pctx, ctx->solid_prog.vs);
+ pctx->bind_fs_state(pctx, ctx->solid_prog.fs);
+
+ struct pipe_draw_info info = {
+ .mode = PIPE_PRIM_MAX, /* maps to DI_PT_RECTLIST */
+ .count = 2,
+ .max_index = 1,
+ .instance_count = 1,
+ };
+ ctx->draw_vbo(ctx, &info, 0);
+
+ util_blitter_restore_constant_buffer_state(blitter);
+ util_blitter_restore_vertex_states(blitter);
+ util_blitter_restore_fragment_states(blitter);
+ util_blitter_restore_textures(blitter);
+ util_blitter_restore_fb_state(blitter);
+ util_blitter_restore_render_cond(blitter);
+ util_blitter_unset_running_flag(blitter);
+
+ fd_blitter_pipe_end(ctx);
+}
+
+/**
+ * Optimal hardware path for blitting pixels.
+ * Scaling, format conversion, up- and downsampling (resolve) are allowed.
+ */
+bool
+fd_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
+{
+ struct fd_context *ctx = fd_context(pctx);
+ struct pipe_blit_info info = *blit_info;
+
+ if (info.render_condition_enable && !fd_render_condition_check(pctx))
+ return true;
+
+ if (ctx->blit && ctx->blit(ctx, &info))
+ return true;
+
+ if (info.mask & PIPE_MASK_S) {
+ DBG("cannot blit stencil, skipping");
+ info.mask &= ~PIPE_MASK_S;
+ }
+
+ if (!util_blitter_is_blit_supported(ctx->blitter, &info)) {
+ DBG("blit unsupported %s -> %s",
+ util_format_short_name(info.src.resource->format),
+ util_format_short_name(info.dst.resource->format));
+ return false;
+ }
+
+ return fd_blitter_blit(ctx, &info);
+}
+
+/**
+ * _copy_region using pipe (3d engine)
+ */
+static bool
+fd_blitter_pipe_copy_region(struct fd_context *ctx,
+ 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)
+{
+ /* 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(ctx->blitter, dst, src))
+ return false;
+
+ /* TODO we could discard if dst box covers dst level fully.. */
+ fd_blitter_pipe_begin(ctx, false, false, FD_STAGE_BLIT);
+ util_blitter_copy_texture(ctx->blitter,
+ dst, dst_level, dstx, dsty, dstz,
+ src, src_level, src_box);
+ fd_blitter_pipe_end(ctx);
+
+ return true;
+}
+
+/**
+ * Copy a block of pixels from one resource to another.
+ * The resource must be of the same format.
+ */
+void
+fd_resource_copy_region(struct pipe_context *pctx,
+ 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 fd_context *ctx = fd_context(pctx);
+
+ if (ctx->blit) {
+ struct pipe_blit_info info;
+
+ memset(&info, 0, sizeof info);
+ info.dst.resource = dst;
+ info.dst.level = dst_level;
+ info.dst.box.x = dstx;
+ info.dst.box.y = dsty;
+ info.dst.box.z = dstz;
+ info.dst.box.width = src_box->width;
+ info.dst.box.height = src_box->height;
+ assert(info.dst.box.width >= 0);
+ assert(info.dst.box.height >= 0);
+ info.dst.box.depth = 1;
+ info.dst.format = dst->format;
+ info.src.resource = src;
+ info.src.level = src_level;
+ info.src.box = *src_box;
+ info.src.format = src->format;
+ info.mask = util_format_get_mask(src->format);
+ info.filter = PIPE_TEX_FILTER_NEAREST;
+ info.scissor_enable = 0;
+
+ if (ctx->blit(ctx, &info))
+ return;
+ }
+
+ /* TODO if we have 2d core, or other DMA engine that could be used
+ * for simple copies and reasonably easily synchronized with the 3d
+ * core, this is where we'd plug it in..
+ */
+
+ /* try blit on 3d pipe: */
+ if (fd_blitter_pipe_copy_region(ctx,
+ dst, dst_level, dstx, dsty, dstz,
+ src, src_level, src_box))
+ return;
+
+ /* else fallback to pure sw: */
+ util_resource_copy_region(pctx,
+ dst, dst_level, dstx, dsty, dstz,
+ src, src_level, src_box);
}