It sometimes works, sometimes not. I guess we have the zmask offsets wrong.
r300_blitter_end(r300);
}
-/* Clear a region of a depth stencil surface. */
-static void r300_flush_depth_stencil(struct pipe_context *pipe,
- struct pipe_resource *dst,
- struct pipe_subresource subdst)
+/* 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);
- /* only flush the zmask if we have one attached to this texture */
if (!tex->zmask_mem[subdst.level])
return;
+ if (!tex->dirty_zmask[subdst.level])
+ return;
dstsurf = pipe->screen->get_tex_surface(pipe->screen, dst,
- subdst.face, subdst.level, 0,
+ subdst.face, subdst.level, zslice,
PIPE_BIND_DEPTH_STENCIL);
r300->z_decomp_rd = TRUE;
r300_blitter_begin(r300, R300_CLEAR_SURFACE);
util_blitter_flush_depth_stencil(r300->blitter, dstsurf);
r300_blitter_end(r300);
r300->z_decomp_rd = FALSE;
+
+ tex->dirty_zmask[subdst.level] = FALSE;
+ pipe->flush(pipe, 0, NULL);
}
/* Copy a block of pixels from one surface to another using HW. */
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);
+ r300_flush_depth_stencil(pipe, src, subsrc, srcz);
}
if (old_format != new_format) {
dst->format = new_format;
/* hyper-z memory allocs */
struct mem_block *hiz_mem[R300_MAX_TEXTURE_LEVELS];
struct mem_block *zmask_mem[R300_MAX_TEXTURE_LEVELS];
+ boolean dirty_zmask[R300_MAX_TEXTURE_LEVELS];
/* This is the level tiling flags were last time set for.
* It's used to prevent redundant tiling-flags changes from happening.*/
void r300_init_state_functions(struct r300_context* r300);
void r300_init_resource_functions(struct r300_context* r300);
+/* r300_blit.c */
+void r300_flush_depth_stencil(struct pipe_context *pipe,
+ struct pipe_resource *dst,
+ struct pipe_subresource subdst,
+ unsigned zslice);
+
/* r300_query.c */
void r300_resume_query(struct r300_context *r300,
struct r300_query *query);
offset <<= offset_shift;
r300_emit_zmask_line_clear(r300, offset, stride, 0x0);//0xffffffff);
}
+
+ /* Mark the current zbuffer's zmask as dirty. */
+ tex->dirty_zmask[fb->zsbuf->level] = TRUE;
}
void r300_emit_ztop_state(struct r300_context* r300,
}
}
+/* We can't use compressed zbuffers as samplers. */
+static void r300_flush_depth_textures(struct r300_context *r300)
+{
+ struct r300_textures_state *state =
+ (struct r300_textures_state*)r300->textures_state.state;
+ unsigned i, level;
+ unsigned count = MIN2(state->sampler_view_count,
+ state->sampler_state_count);
+
+ if (r300->z_decomp_rd)
+ return;
+
+ for (i = 0; i < count; i++)
+ if (state->sampler_views[i] && state->sampler_states[i]) {
+ struct pipe_resource *tex = state->sampler_views[i]->base.texture;
+
+ if (tex->target == PIPE_TEXTURE_3D ||
+ tex->target == PIPE_TEXTURE_CUBE)
+ continue;
+
+ /* Ignore non-depth textures.
+ * Also ignore reinterpreted depth textures, e.g. resource_copy. */
+ if (!util_format_is_depth_or_stencil(tex->format))
+ continue;
+
+ for (level = 0; level <= tex->last_level; level++)
+ if (r300_texture(tex)->dirty_zmask[level]) {
+ /* We don't handle 3D textures and cubemaps yet. */
+ r300_flush_depth_stencil(&r300->context, tex,
+ u_subresource(0, level), 0);
+ }
+ }
+}
+
void r300_update_derived_state(struct r300_context* r300)
{
+ r300_flush_depth_textures(r300);
+
if (r300->textures_state.dirty) {
r300_merge_textures_and_samplers(r300);
}