* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
* USE OR OTHER DEALINGS IN THE SOFTWARE. */
-#include "r300_blit.h"
#include "r300_context.h"
+#include "r300_texture.h"
-#include "util/u_rect.h"
+#include "util/u_format.h"
-static void r300_blitter_save_states(struct r300_context* r300)
+enum r300_blitter_op /* bitmask */
{
+ R300_CLEAR = 1,
+ R300_CLEAR_SURFACE = 2,
+ R300_COPY = 4
+};
+
+static void r300_blitter_begin(struct r300_context* r300, enum r300_blitter_op op)
+{
+ if (r300->query_current) {
+ r300->blitter_saved_query = r300->query_current;
+ r300_stop_query(r300);
+ }
+
+ /* Yeah we have to save all those states to ensure the blitter operation
+ * is really transparent. The states will be restored by the blitter once
+ * copying is done. */
util_blitter_save_blend(r300->blitter, r300->blend_state.state);
util_blitter_save_depth_stencil_alpha(r300->blitter, r300->dsa_state.state);
+ util_blitter_save_stencil_ref(r300->blitter, &(r300->stencil_ref));
util_blitter_save_rasterizer(r300->blitter, r300->rs_state.state);
- util_blitter_save_fragment_shader(r300->blitter, r300->fs);
- util_blitter_save_vertex_shader(r300->blitter, r300->vs);
+ util_blitter_save_fragment_shader(r300->blitter, r300->fs.state);
+ util_blitter_save_vertex_shader(r300->blitter, r300->vs_state.state);
+ util_blitter_save_viewport(r300->blitter, &r300->viewport);
+ util_blitter_save_clip(r300->blitter, (struct pipe_clip_state*)r300->clip_state.state);
+ util_blitter_save_vertex_elements(r300->blitter, r300->velems);
+ util_blitter_save_vertex_buffers(r300->blitter, r300->vertex_buffer_count,
+ r300->vertex_buffer);
+
+ if (op & (R300_CLEAR_SURFACE | R300_COPY))
+ util_blitter_save_framebuffer(r300->blitter, r300->fb_state.state);
+
+ if (op & R300_COPY) {
+ struct r300_textures_state* state =
+ (struct r300_textures_state*)r300->textures_state.state;
+
+ util_blitter_save_fragment_sampler_states(
+ r300->blitter, state->sampler_state_count,
+ (void**)state->sampler_states);
+
+ util_blitter_save_fragment_sampler_views(
+ r300->blitter, state->sampler_view_count,
+ (struct pipe_sampler_view**)state->sampler_views);
+ }
+}
+
+static void r300_blitter_end(struct r300_context *r300)
+{
+ if (r300->blitter_saved_query) {
+ r300_resume_query(r300, r300->blitter_saved_query);
+ r300->blitter_saved_query = NULL;
+ }
}
/* Clear currently bound buffers. */
-void r300_clear(struct pipe_context* pipe,
- unsigned buffers,
- const float* rgba,
- double depth,
- unsigned stencil)
+static void r300_clear(struct pipe_context* pipe,
+ unsigned buffers,
+ const float* rgba,
+ double depth,
+ unsigned stencil)
{
- /* XXX Implement fastfill.
+ /* My notes about fastfill:
*
- * If fastfill is enabled, a few facts should be considered:
+ * 1) Only the zbuffer is cleared.
*
- * 1) Zbuffer must be micro-tiled and whole microtiles must be
- * written.
+ * 2) The zbuffer must be micro-tiled and whole microtiles must be
+ * written. If microtiling is disabled, it locks up.
*
- * 2) ZB_DEPTHCLEARVALUE is used to clear a zbuffer and Z Mask must be
- * equal to 0.
+ * 3) There is Z Mask RAM which contains a compressed zbuffer and
+ * it interacts with fastfill. We should figure out how to use it
+ * to get more performance.
+ * This is what we know about the Z Mask:
*
- * 3) RB3D_COLOR_CLEAR_VALUE is used to clear a colorbuffer and
- * RB3D_COLOR_CHANNEL_MASK must be equal to 0.
+ * Each dword of the Z Mask contains compression information
+ * for 16 4x4 pixel blocks, that is 2 bits for each block.
+ * On chips with 2 Z pipes, every other dword maps to a different
+ * pipe.
*
- * 4) ZB_CB_CLEAR can be used to make the ZB units help in clearing
- * the colorbuffer. The color clear value is supplied through both
- * RB3D_COLOR_CLEAR_VALUE and ZB_DEPTHCLEARVALUE, and the colorbuffer
- * must be set in ZB_DEPTHOFFSET and ZB_DEPTHPITCH in addition to
- * RB3D_COLOROFFSET and RB3D_COLORPITCH. It's obvious that the zbuffer
- * will not be cleared and multiple render targets cannot be cleared
- * this way either.
+ * 4) ZB_DEPTHCLEARVALUE is used to clear the zbuffer and the Z Mask must
+ * be equal to 0. (clear the Z Mask RAM with zeros)
*
- * 5) For 16-bit integer buffering, compression causes a hung with one or
+ * 5) For 16-bit zbuffer, compression causes a hung with one or
* two samples and should not be used.
*
- * 6) Fastfill must not be used if reading of compressed Z data is disabled
+ * 6) FORCE_COMPRESSED_STENCIL_VALUE should be enabled for stencil clears
+ * to avoid needless decompression.
+ *
+ * 7) Fastfill must not be used if reading of compressed Z data is disabled
* and writing of compressed Z data is enabled (RD/WR_COMP_ENABLE),
* i.e. it cannot be used to compress the zbuffer.
- * (what the hell does that mean and how does it fit in clearing
- * the buffers?)
+ *
+ * 8) ZB_CB_CLEAR does not interact with fastfill in any way.
*
* - Marek
*/
struct r300_context* r300 = r300_context(pipe);
+ struct pipe_framebuffer_state *fb =
+ (struct pipe_framebuffer_state*)r300->fb_state.state;
- r300_blitter_save_states(r300);
-
+ /* Clear. */
+ r300_blitter_begin(r300, R300_CLEAR);
util_blitter_clear(r300->blitter,
- r300->framebuffer_state.width,
- r300->framebuffer_state.height,
- r300->framebuffer_state.nr_cbufs,
+ fb->width,
+ fb->height,
+ fb->nr_cbufs,
buffers, rgba, depth, stencil);
+ r300_blitter_end(r300);
}
-/* Copy a block of pixels from one surface to another. */
-void r300_surface_copy(struct pipe_context* pipe,
- struct pipe_surface* dst,
- unsigned dstx, unsigned dsty,
- struct pipe_surface* src,
- unsigned srcx, unsigned srcy,
- unsigned width, unsigned height)
+/* Clear a region of a color surface to a constant value. */
+static void r300_clear_render_target(struct pipe_context *pipe,
+ struct pipe_surface *dst,
+ const float *rgba,
+ unsigned dstx, unsigned dsty,
+ unsigned width, unsigned height)
{
- struct r300_context* r300 = r300_context(pipe);
+ struct r300_context *r300 = r300_context(pipe);
- /* Yeah we have to save all those states to ensure this blitter operation
- * is really transparent. The states will be restored by the blitter once
- * copying is done. */
- r300_blitter_save_states(r300);
- util_blitter_save_framebuffer(r300->blitter, &r300->framebuffer_state);
-
- util_blitter_save_fragment_sampler_states(
- r300->blitter, r300->sampler_count, (void**)r300->sampler_states);
+ r300_blitter_begin(r300, R300_CLEAR_SURFACE);
+ util_blitter_clear_render_target(r300->blitter, dst, rgba,
+ dstx, dsty, width, height);
+ r300_blitter_end(r300);
+}
- util_blitter_save_fragment_sampler_textures(
- r300->blitter, r300->texture_count,
- (struct pipe_texture**)r300->textures);
+/* 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);
- /* Do a copy */
- util_blitter_copy(r300->blitter,
- dst, dstx, dsty, src, srcx, srcy, width, height, TRUE);
+ 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);
}
-/* Fill a region of a surface with a constant value. */
-void r300_surface_fill(struct pipe_context* pipe,
- struct pipe_surface* dst,
- unsigned dstx, unsigned dsty,
- unsigned width, unsigned height,
- unsigned value)
+/* Copy a block of pixels from one surface to another using HW. */
+static void r300_hw_copy_region(struct pipe_context* pipe,
+ struct pipe_resource *dst,
+ struct pipe_subresource subdst,
+ unsigned dstx, unsigned dsty, unsigned dstz,
+ struct pipe_resource *src,
+ struct pipe_subresource subsrc,
+ unsigned srcx, unsigned srcy, unsigned srcz,
+ unsigned width, unsigned height)
{
struct r300_context* r300 = r300_context(pipe);
- r300_blitter_save_states(r300);
- util_blitter_save_framebuffer(r300->blitter, &r300->framebuffer_state);
+ r300_blitter_begin(r300, R300_COPY);
+ util_blitter_copy_region(r300->blitter, dst, subdst, dstx, dsty, dstz,
+ src, subsrc, srcx, srcy, srcz, width, height,
+ TRUE);
+ r300_blitter_end(r300);
+}
+
+/* Copy a block of pixels from one surface to another. */
+static void r300_resource_copy_region(struct pipe_context *pipe,
+ struct pipe_resource *dst,
+ struct pipe_subresource subdst,
+ unsigned dstx, unsigned dsty, unsigned dstz,
+ struct pipe_resource *src,
+ struct pipe_subresource subsrc,
+ unsigned srcx, unsigned srcy, unsigned srcz,
+ unsigned width, unsigned height)
+{
+ enum pipe_format old_format = dst->format;
+ enum pipe_format new_format = old_format;
- util_blitter_fill(r300->blitter,
- dst, dstx, dsty, width, height, value);
+ if (!pipe->screen->is_format_supported(pipe->screen,
+ old_format, src->target,
+ src->nr_samples,
+ PIPE_BIND_RENDER_TARGET |
+ PIPE_BIND_SAMPLER_VIEW, 0) &&
+ util_format_is_plain(old_format)) {
+ switch (util_format_get_blocksize(old_format)) {
+ case 1:
+ new_format = PIPE_FORMAT_I8_UNORM;
+ break;
+ case 2:
+ new_format = PIPE_FORMAT_B4G4R4A4_UNORM;
+ break;
+ case 4:
+ new_format = PIPE_FORMAT_B8G8R8A8_UNORM;
+ break;
+ case 8:
+ new_format = PIPE_FORMAT_R16G16B16A16_UNORM;
+ break;
+ default:
+ debug_printf("r300: surface_copy: Unhandled format: %s. Falling back to software.\n"
+ "r300: surface_copy: Software fallback doesn't work for tiled textures.\n",
+ util_format_short_name(old_format));
+ }
+ }
+
+ if (old_format != new_format) {
+ dst->format = new_format;
+ src->format = new_format;
+
+ r300_texture_reinterpret_format(pipe->screen,
+ dst, new_format);
+ r300_texture_reinterpret_format(pipe->screen,
+ src, new_format);
+ }
+
+ r300_hw_copy_region(pipe, dst, subdst, dstx, dsty, dstz,
+ src, subsrc, srcx, srcy, srcz, width, height);
+
+ if (old_format != new_format) {
+ dst->format = old_format;
+ src->format = old_format;
+
+ r300_texture_reinterpret_format(pipe->screen,
+ dst, old_format);
+ r300_texture_reinterpret_format(pipe->screen,
+ src, old_format);
+ }
+}
+
+void r300_init_blit_functions(struct r300_context *r300)
+{
+ r300->context.clear = r300_clear;
+ r300->context.clear_render_target = r300_clear_render_target;
+ r300->context.clear_depth_stencil = r300_clear_depth_stencil;
+ r300->context.resource_copy_region = r300_resource_copy_region;
}