u_blitter: unify clear_depth_stencil and flush_depth_stencil
[mesa.git] / src / gallium / drivers / r300 / r300_blit.c
index cdedb3022097c64fbb272fb99e60c8e17641325f..67e828844056879848dfe1a2a3515d526ee49c13 100644 (file)
  * 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 "r300_winsys.h"
 
-static void r300_blitter_save_states(struct r300_context* r300)
+#include "util/u_format.h"
+#include "util/u_pack_color.h"
+
+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;
+    }
+}
+
+static uint32_t r300_depth_clear_cb_value(enum pipe_format format,
+                                          const float* rgba)
+{
+    union util_color uc;
+    util_pack_color(rgba, format, &uc);
+
+    if (util_format_get_blocksizebits(format) == 32)
+        return uc.ui;
+    else
+        return uc.us | (uc.us << 16);
+}
+
+static boolean r300_cbzb_clear_allowed(struct r300_context *r300,
+                                       unsigned clear_buffers)
+{
+    struct pipe_framebuffer_state *fb =
+        (struct pipe_framebuffer_state*)r300->fb_state.state;
+
+    if (r300->z_fastfill)
+        clear_buffers &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
+
+    /* Only color clear allowed, and only one colorbuffer. */
+    if (clear_buffers != PIPE_CLEAR_COLOR || fb->nr_cbufs != 1)
+        return FALSE;
+
+    return r300_surface(fb->cbufs[0])->cbzb_allowed;
+}
+
+static uint32_t r300_depth_clear_value(enum pipe_format format,
+                                       double depth, unsigned stencil)
+{
+    switch (format) {
+        case PIPE_FORMAT_Z16_UNORM:
+        case PIPE_FORMAT_X8Z24_UNORM:
+            return util_pack_z(format, depth);
+
+        case PIPE_FORMAT_S8_USCALED_Z24_UNORM:
+            return util_pack_z_stencil(format, depth, stencil);
+
+        default:
+            assert(0);
+            return 0;
+    }
 }
 
 /* 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_statefb =
+    struct pipe_framebuffer_state *fb =
         (struct pipe_framebuffer_state*)r300->fb_state.state;
+    struct r300_hyperz_state *hyperz =
+        (struct r300_hyperz_state*)r300->hyperz_state.state;
+    uint32_t width = fb->width;
+    uint32_t height = fb->height;
+    boolean has_hyperz = r300->rws->get_value(r300->rws, R300_CAN_HYPERZ);
+    uint32_t hyperz_dcv = 0;
+
+    /* Enable fast Z clear.
+     * The zbuffer must be in micro-tiled mode, otherwise it locks up. */
+    if ((buffers & (PIPE_CLEAR_DEPTH|PIPE_CLEAR_STENCIL)) && has_hyperz) {
+      
+        hyperz_dcv = hyperz->zb_depthclearvalue =
+            r300_depth_clear_value(fb->zsbuf->format, depth, stencil);
+
+        r300_mark_fb_state_dirty(r300, R300_CHANGED_ZCLEAR_FLAG);
+        if (r300->z_compression || r300->z_fastfill)
+            r300->zmask_clear.dirty = TRUE;
+        if (r300->hiz_enable)
+            r300->hiz_clear.dirty = TRUE;
+    }
+
+    /* Enable CBZB clear. */
+    if (r300_cbzb_clear_allowed(r300, buffers)) {
+        struct r300_surface *surf = r300_surface(fb->cbufs[0]);
 
-    r300_blitter_save_states(r300);
+        hyperz->zb_depthclearvalue =
+                r300_depth_clear_cb_value(surf->base.format, rgba);
 
+        width = surf->cbzb_width;
+        height = surf->cbzb_height;
+
+        r300->cbzb_clear = TRUE;
+        r300_mark_fb_state_dirty(r300, R300_CHANGED_CBZB_FLAG);
+    }
+
+    /* Clear. */
+    r300_blitter_begin(r300, R300_CLEAR);
     util_blitter_clear(r300->blitter,
-                       fb->width,
-                       fb->height,
+                       width,
+                       height,
                        fb->nr_cbufs,
                        buffers, rgba, depth, stencil);
+    r300_blitter_end(r300);
+
+    /* Disable CBZB clear. */
+    if (r300->cbzb_clear) {
+        r300->cbzb_clear = FALSE;
+        hyperz->zb_depthclearvalue = hyperz_dcv;
+        r300_mark_fb_state_dirty(r300, R300_CHANGED_CBZB_FLAG);
+    }
+
+    /* XXX this flush "fixes" a hardlock in the cubestorm xscreensaver */
+    if (r300->flush_counter == 0)
+        pipe->flush(pipe, 0, NULL);
 }
 
-/* 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_contextr300 = 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->fb_state.state);
+    r300_blitter_begin(r300, R300_CLEAR_SURFACE);
+    util_blitter_clear_render_target(r300->blitter, dst, rgba,
+                                     dstx, dsty, width, height);
+    r300_blitter_end(r300);
+}
+
+/* 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);
 
-    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_depth_stencil(r300->blitter, dst, clear_flags, depth, stencil,
+                                     dstx, dsty, width, height);
+    r300_blitter_end(r300);
+}
+
+/* Flush a depth stencil buffer. */
+void r300_flush_depth_stencil(struct pipe_context *pipe,
+                              struct pipe_resource *dst,
+                              struct pipe_subresource subdst,
+                              unsigned zslice)
+{
+    struct r300_context *r300 = r300_context(pipe);
+    struct pipe_surface *dstsurf;
+    struct r300_texture *tex = r300_texture(dst);
+
+    if (!tex->zmask_mem[subdst.level])
+        return;
+    if (!tex->dirty_zmask[subdst.level])
+        return;
 
-    util_blitter_save_fragment_sampler_textures(
-        r300->blitter, r300->texture_count,
-        (struct pipe_texture**)r300->textures);
+    dstsurf = pipe->screen->get_tex_surface(pipe->screen, dst,
+                                            subdst.face, subdst.level, zslice,
+                                            PIPE_BIND_DEPTH_STENCIL);
+    r300->z_decomp_rd = TRUE;
+    r300_blitter_begin(r300, R300_CLEAR_SURFACE);
+    util_blitter_clear_depth_stencil(r300->blitter, dstsurf,
+                                     PIPE_CLEAR_DEPTH, 0, 0,
+                                     0, 0, dstsurf->width, dstsurf->height);
+    r300_blitter_end(r300);
+    r300->z_decomp_rd = FALSE;
 
-    /* Do a copy */
-    util_blitter_copy(r300->blitter,
-                      dst, dstx, dsty, src, srcx, srcy, width, height, TRUE);
+    tex->dirty_zmask[subdst.level] = FALSE;
 }
 
-/* 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->fb_state.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;
+    boolean is_depth;
+    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));
+        }
+    }
 
-    util_blitter_fill(r300->blitter,
-                      dst, dstx, dsty, width, height, value);
+    is_depth = util_format_get_component_bits(src->format, UTIL_FORMAT_COLORSPACE_ZS, 0) != 0;
+    if (is_depth) {
+        r300_flush_depth_stencil(pipe, src, subsrc, srcz);
+    }
+    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;
 }