return NULL;
}
-static bool render_blit(struct pipe_context *pctx, struct pipe_blit_info *info);
+static void fd_blitter_pipe_begin(struct fd_context *ctx);
+static void fd_blitter_pipe_end(struct fd_context *ctx);
+
+/**
+ * _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;
+
+ fd_blitter_pipe_begin(ctx);
+ 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.
unsigned src_level,
const struct pipe_box *src_box)
{
+ struct fd_context *ctx = fd_context(pctx);
+
/* 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..
*/
- struct pipe_blit_info info = {
- .dst = {
- .resource = dst,
- .box = {
- .x = dstx,
- .y = dsty,
- .z = dstz,
- .width = src_box->width,
- .height = src_box->height,
- .depth = src_box->depth,
- },
- .format = util_format_linear(dst->format),
- },
- .src = {
- .resource = src,
- .box = *src_box,
- .format = util_format_linear(src->format),
- },
- .mask = PIPE_MASK_RGBA,
- .filter = PIPE_TEX_FILTER_NEAREST,
- };
- render_blit(pctx, &info);
+
+ /* 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);
}
-/* Optimal hardware path for blitting pixels.
+/**
+ * Optimal hardware path for blitting pixels.
* Scaling, format conversion, up- and downsampling (resolve) are allowed.
*/
static void
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.src.resource->nr_samples > 1 &&
info.mask &= ~PIPE_MASK_S;
}
- render_blit(pctx, &info);
-}
-
-static bool
-render_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
-{
- struct fd_context *ctx = fd_context(pctx);
-
- if (!util_blitter_is_blit_supported(ctx->blitter, info)) {
+ 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;
+ util_format_short_name(info.src.resource->format),
+ util_format_short_name(info.dst.resource->format));
+ return;
}
+ fd_blitter_pipe_begin(ctx);
+ util_blitter_blit(ctx->blitter, &info);
+ fd_blitter_pipe_end(ctx);
+}
+
+static void
+fd_blitter_pipe_begin(struct fd_context *ctx)
+{
util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vertexbuf.vb);
util_blitter_save_vertex_elements(ctx->blitter, ctx->vtx);
util_blitter_save_vertex_shader(ctx->blitter, ctx->prog.vp);
ctx->fragtex.num_textures, ctx->fragtex.textures);
fd_hw_query_set_stage(ctx, ctx->ring, FD_STAGE_BLIT);
- util_blitter_blit(ctx->blitter, info);
- fd_hw_query_set_stage(ctx, ctx->ring, FD_STAGE_NULL);
+}
- return true;
+static void
+fd_blitter_pipe_end(struct fd_context *ctx)
+{
+ fd_hw_query_set_stage(ctx, ctx->ring, FD_STAGE_NULL);
}
static void