BLORP performs blits by drawing a rectangle with a shader that samples
from the source texture, and writes color data to the destination.
The sampler always returns 32-bit RGBA float data, regardless of the
source format's component ordering or data type. Likewise, the render
target write message takes 32-bit RGBA float data, and converts it
appropriately. So the bulk of the work is already taken care of for us.
This greatly accelerates a lot of CopyTexSubImage calls, and makes
Legends of Aethereus playable on Ivybridge. At the default settings,
LOA continually blits between SRGBA8888 (the window format) and
RGBA16_FLOAT. Since neither BLORP nor our BLT paths supported this,
it fell back to meta, spending 33% of the CPU in floorf() converting
between floats and half-floats.
v2: Use != instead of ^ (suggested by Ian). Note that only
CopyTexSubImage is affected by this patch (caught by Eric).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Daniel Vetter <daniel.vetter@ffwll.ch>
if (brw->gen < 6)
return false;
- if (!color_formats_match(src_mt->format, dst_mt->format)) {
+ if (_mesa_get_format_base_format(src_mt->format) !=
+ _mesa_get_format_base_format(dst_mt->format)) {
return false;
}
+ /* We can't handle format conversions between Z24 and other formats since
+ * we have to lie about the surface format. See the comments in
+ * brw_blorp_surface_info::set().
+ */
+ if ((src_mt->format == MESA_FORMAT_X8_Z24) !=
+ (dst_mt->format == MESA_FORMAT_X8_Z24)) {
+ return false;
+ }
+
+ if (!brw->format_supported_as_render_target[dst_mt->format])
+ return false;
+
/* Source clipping shouldn't be necessary, since copytexsubimage (in
* src/mesa/main/teximage.c) calls _mesa_clip_copytexsubimage() which
* takes care of it.