fd_batch_check_size(batch);
}
+/* Generic clear implementation (partially) using u_blitter: */
+static 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 = 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.vp);
+ pctx->bind_fs_state(pctx, ctx->solid_prog.fp);
+
+ struct pipe_draw_info info = {
+ .mode = PIPE_PRIM_MAX, /* maps to DI_PT_RECTLIST */
+ .count = 2,
+ .instance_count = 1,
+ };
+ ctx->draw_vbo(ctx, &info);
+
+ util_blitter_restore_constant_buffer_state(blitter);
+ util_blitter_restore_vertex_states(blitter);
+ util_blitter_restore_fragment_states(blitter);
+ util_blitter_restore_render_cond(blitter);
+ util_blitter_unset_running_flag(blitter);
+
+ fd_blitter_pipe_end(ctx);
+}
+
/* TODO figure out how to make better use of existing state mechanism
* for clear (and possibly gmem->mem / mem->gmem) so we can (a) keep
* track of what state really actually changes, and (b) reduce the code
util_format_short_name(pipe_surface_format(pfb->cbufs[0])),
util_format_short_name(pipe_surface_format(pfb->zsbuf)));
+ /* if per-gen backend doesn't implement ctx->clear() generic
+ * blitter clear:
+ */
+ if (!ctx->clear) {
+ fd_blitter_clear(pctx, buffers, color, depth, stencil);
+ return;
+ }
+
fd_hw_query_set_stage(batch, batch->draw, FD_STAGE_CLEAR);
ctx->clear(ctx, buffers, color, depth, stencil);
fd_bc_invalidate_resource(rsc, true);
}
-static void fd_blitter_pipe_begin(struct fd_context *ctx, bool render_cond, bool discard);
-static void fd_blitter_pipe_end(struct fd_context *ctx);
-
static void
do_blit(struct fd_context *ctx, const struct pipe_blit_info *blit, bool fallback)
{
/* TODO size threshold too?? */
if ((blit->src.resource->target != PIPE_BUFFER) && !fallback) {
/* do blit on gpu: */
- fd_blitter_pipe_begin(ctx, false, true);
+ fd_blitter_pipe_begin(ctx, false, true, FD_STAGE_BLIT);
util_blitter_blit(ctx->blitter, blit);
fd_blitter_pipe_end(ctx);
} else {
return false;
/* TODO we could discard if dst box covers dst level fully.. */
- fd_blitter_pipe_begin(ctx, false, false);
+ 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);
return;
}
- fd_blitter_pipe_begin(ctx, info.render_condition_enable, discard);
+ fd_blitter_pipe_begin(ctx, info.render_condition_enable, discard, FD_STAGE_BLIT);
util_blitter_blit(ctx->blitter, &info);
fd_blitter_pipe_end(ctx);
}
-static void
-fd_blitter_pipe_begin(struct fd_context *ctx, bool render_cond, bool discard)
+void
+fd_blitter_pipe_begin(struct fd_context *ctx, bool render_cond, bool discard,
+ enum fd_render_stage stage)
{
+ 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.vp);
ctx->cond_query, ctx->cond_cond, ctx->cond_mode);
if (ctx->batch)
- fd_hw_query_set_stage(ctx->batch, ctx->batch->draw, FD_STAGE_BLIT);
+ fd_hw_query_set_stage(ctx->batch, ctx->batch->draw, stage);
ctx->in_blit = discard;
}
-static void
+void
fd_blitter_pipe_end(struct fd_context *ctx)
{
if (ctx->batch)