}
static void
-ilo_flush_resource(struct pipe_context *ctx, struct pipe_resource *resource)
+ilo_flush_resource(struct pipe_context *pipe, struct pipe_resource *res)
{
+ struct ilo_context *ilo = ilo_context(pipe);
+ const unsigned flags = ILO_TEXTURE_CPU_READ |
+ ILO_TEXTURE_BLT_READ |
+ ILO_TEXTURE_RENDER_READ;
+
+ ilo_blit_resolve_resource(ilo, res, flags);
+}
+
+void
+ilo_blit_resolve_slices_for_hiz(struct ilo_context *ilo,
+ struct pipe_resource *res, unsigned level,
+ unsigned first_slice, unsigned num_slices,
+ unsigned flags)
+{
+ struct ilo_texture *tex = ilo_texture(res);
+ const unsigned any_reader =
+ ILO_TEXTURE_RENDER_READ |
+ ILO_TEXTURE_BLT_READ |
+ ILO_TEXTURE_CPU_READ;
+ const unsigned other_writers =
+ ILO_TEXTURE_BLT_WRITE |
+ ILO_TEXTURE_CPU_WRITE;
+ unsigned i;
+
+ assert(tex->base.target != PIPE_BUFFER && tex->hiz.bo);
+
+ if (flags & ILO_TEXTURE_RENDER_WRITE) {
+ /*
+ * When ILO_TEXTURE_RENDER_WRITE is set, there can be no reader. We
+ * need to perform a HiZ Buffer Resolve in case the resource was
+ * previously written by another writer, unless this is a clear.
+ */
+ assert(!(flags & (other_writers | any_reader)));
+
+ if (!(flags & ILO_TEXTURE_CLEAR)) {
+ for (i = 0; i < num_slices; i++) {
+ const struct ilo_texture_slice *slice =
+ ilo_texture_get_slice(tex, level, first_slice + i);
+
+ if (slice->flags & other_writers) {
+ ilo_blitter_rectlist_resolve_hiz(ilo->blitter,
+ res, level, first_slice + i);
+ }
+ }
+ }
+ }
+ else if ((flags & any_reader) ||
+ ((flags & other_writers) && !(flags & ILO_TEXTURE_CLEAR))) {
+ /*
+ * When there is at least a reader or writer, we need to perform a
+ * Depth Buffer Resolve in case the resource was previously written
+ * by ILO_TEXTURE_RENDER_WRITE.
+ */
+ for (i = 0; i < num_slices; i++) {
+ const struct ilo_texture_slice *slice =
+ ilo_texture_get_slice(tex, level, first_slice + i);
+
+ if (slice->flags & ILO_TEXTURE_RENDER_WRITE) {
+ ilo_blitter_rectlist_resolve_z(ilo->blitter,
+ &tex->base, level, first_slice + i);
+ }
+ }
+ }
}
/**
#define ILO_BLIT_H
#include "ilo_common.h"
+#include "ilo_context.h"
+#include "ilo_gpe.h"
+#include "ilo_resource.h"
struct ilo_context;
+void
+ilo_blit_resolve_slices_for_hiz(struct ilo_context *ilo,
+ struct pipe_resource *res, unsigned level,
+ unsigned first_slice, unsigned num_slices,
+ unsigned flags);
+
+static inline void
+ilo_blit_resolve_slices(struct ilo_context *ilo,
+ struct pipe_resource *res, unsigned level,
+ unsigned first_slice, unsigned num_slices,
+ unsigned flags)
+{
+ struct ilo_texture *tex;
+ unsigned flag_mask;
+
+ if (res->target == PIPE_BUFFER)
+ return;
+
+ tex = ilo_texture(res);
+
+ /*
+ * This function is called frequently and we need to make it run faster.
+ * As it is only used to resolve HiZ right now, return early when there is
+ * no HiZ.
+ */
+ if (!tex->hiz.bo)
+ return;
+
+ /*
+ * flags may be
+ *
+ * - ILO_TEXTURE_CPU_{READ,WRITE} (transfer)
+ * - ILO_TEXTURE_BLT_{READ,WRITE} (BLT copy or clear)
+ * - ILO_TEXTURE_RENDER_{READ,WRITE} (sample or render)
+ * - ILO_TEXTURE_CLEAR
+ *
+ * It is assumed there is at most one writer, and that readers read before
+ * writers write.
+ */
+ if (tex->hiz.bo) {
+ ilo_blit_resolve_slices_for_hiz(ilo, res, level,
+ first_slice, num_slices, flags);
+ }
+
+ /* clear writers and clear state that are not set */
+ flag_mask =
+ ILO_TEXTURE_CPU_WRITE |
+ ILO_TEXTURE_BLT_WRITE |
+ ILO_TEXTURE_RENDER_WRITE;
+ if (flags & flag_mask)
+ flag_mask |= ILO_TEXTURE_CLEAR;
+
+ ilo_texture_set_slice_flags(tex, level,
+ first_slice, num_slices, flag_mask, flags);
+}
+
+static inline void
+ilo_blit_resolve_resource(struct ilo_context *ilo,
+ struct pipe_resource *res,
+ unsigned flags)
+{
+ unsigned lv;
+
+ for (lv = 0; lv <= res->last_level; lv++) {
+ const unsigned num_slices = (res->target == PIPE_TEXTURE_3D) ?
+ u_minify(res->depth0, lv) : res->array_size;
+
+ ilo_blit_resolve_slices(ilo, res, lv, 0, num_slices, flags);
+ }
+}
+
+static inline void
+ilo_blit_resolve_surface(struct ilo_context *ilo,
+ struct pipe_surface *surf,
+ unsigned flags)
+{
+ if (surf->texture->target == PIPE_BUFFER)
+ return;
+
+ ilo_blit_resolve_slices(ilo, surf->texture,
+ surf->u.tex.level, surf->u.tex.first_layer,
+ surf->u.tex.last_layer - surf->u.tex.first_layer + 1,
+ flags);
+}
+
+static inline void
+ilo_blit_resolve_transfer(struct ilo_context *ilo,
+ const struct pipe_transfer *xfer)
+{
+ unsigned flags = 0;
+
+ if (xfer->resource->target == PIPE_BUFFER)
+ return;
+
+ if (xfer->usage & PIPE_TRANSFER_READ)
+ flags |= ILO_TEXTURE_CPU_READ;
+ if (xfer->usage & PIPE_TRANSFER_WRITE)
+ flags |= ILO_TEXTURE_CPU_WRITE;
+
+ ilo_blit_resolve_slices(ilo, xfer->resource, xfer->level,
+ xfer->box.z, xfer->box.depth, flags);
+}
+
+static inline void
+ilo_blit_resolve_view(struct ilo_context *ilo,
+ const struct pipe_sampler_view *view)
+{
+ const unsigned flags = ILO_TEXTURE_RENDER_READ;
+ unsigned lv;
+
+ if (view->texture->target == PIPE_BUFFER)
+ return;
+
+ for (lv = view->u.tex.first_level; lv <= view->u.tex.last_level; lv++) {
+ unsigned first_slice, num_slices;
+
+ if (view->texture->target == PIPE_TEXTURE_3D) {
+ first_slice = 0;
+ num_slices = u_minify(view->texture->depth0, lv);
+ }
+ else {
+ first_slice = view->u.tex.first_layer;
+ num_slices = view->u.tex.last_layer - view->u.tex.first_layer + 1;
+ }
+
+ ilo_blit_resolve_slices(ilo, view->texture,
+ lv, first_slice, num_slices, flags);
+ }
+}
+
+static inline void
+ilo_blit_resolve_framebuffer(struct ilo_context *ilo)
+{
+ const struct pipe_framebuffer_state *fb = &ilo->fb.state;
+ unsigned sh, i;
+
+ /* Not all bound views are sampled by the shaders. How do we tell? */
+ for (sh = 0; sh < Elements(ilo->view); sh++) {
+ for (i = 0; i < ilo->view[sh].count; i++) {
+ if (ilo->view[sh].states[i])
+ ilo_blit_resolve_view(ilo, ilo->view[sh].states[i]);
+ }
+ }
+
+ for (i = 0; i < fb->nr_cbufs; i++)
+ ilo_blit_resolve_surface(ilo, fb->cbufs[i], ILO_TEXTURE_RENDER_WRITE);
+
+ if (fb->zsbuf)
+ ilo_blit_resolve_surface(ilo, fb->zsbuf, ILO_TEXTURE_RENDER_WRITE);
+}
+
void
ilo_init_blit_functions(struct ilo_context *ilo);
#include "ilo_3d.h"
#include "ilo_context.h"
#include "ilo_cp.h"
+#include "ilo_blit.h"
#include "ilo_resource.h"
#include "ilo_blitter.h"
{
bool success;
+ ilo_blit_resolve_slices(blitter->ilo, src, src_level,
+ src_box->z, src_box->depth, ILO_TEXTURE_BLT_READ);
+ ilo_blit_resolve_slices(blitter->ilo, dst, dst_level,
+ dst_z, src_box->depth, ILO_TEXTURE_BLT_WRITE);
+
if (dst->target == PIPE_BUFFER && src->target == PIPE_BUFFER) {
const unsigned dst_offset = dst_x;
const unsigned src_offset = src_box->x;
util_format_is_compressed(rt->format))
return false;
+ ilo_blit_resolve_surface(blitter->ilo, rt, ILO_TEXTURE_BLT_WRITE);
+
util_pack_color(color->f, rt->format, &packed);
if (rt->texture->target == PIPE_BUFFER) {
break;
}
+ ilo_blit_resolve_surface(blitter->ilo, zs, ILO_TEXTURE_BLT_WRITE);
+
val = util_pack_z_stencil(zs->format, depth, stencil);
u_box_3d(x, y, zs->u.tex.first_layer, width, height,