From: Marek Olšák Date: Sat, 7 Jul 2012 21:48:37 +0000 (+0200) Subject: gallium/u_blitter: accelerate depth-stencil copying using shader stencil export X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=12fd81f9e7265076a3723b09bbb49e5868bde27e;p=mesa.git gallium/u_blitter: accelerate depth-stencil copying using shader stencil export This fixes stencil buffer write transfers on r600g. Reviewed-by: Alex Deucher --- diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c index 99bde548e57..b422ff8faed 100644 --- a/src/gallium/auxiliary/util/u_blitter.c +++ b/src/gallium/auxiliary/util/u_blitter.c @@ -78,6 +78,7 @@ struct blitter_context_priv /* FS which outputs a depth from a texture, where the index is PIPE_TEXTURE_* to be sampled. */ void *fs_texfetch_depth[PIPE_MAX_TEXTURE_TYPES]; + void *fs_texfetch_depthstencil[PIPE_MAX_TEXTURE_TYPES]; /* Blend state. */ void *blend_write_color; /**< blend state with writemask of RGBA */ @@ -112,6 +113,7 @@ struct blitter_context_priv boolean has_geometry_shader; boolean vertex_has_integers; boolean has_stream_out; + boolean has_stencil_export; }; static void blitter_draw_rectangle(struct blitter_context *blitter, @@ -163,6 +165,10 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe) pipe->screen->get_param(pipe->screen, PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS) != 0; + ctx->has_stencil_export = + pipe->screen->get_param(pipe->screen, + PIPE_CAP_SHADER_STENCIL_EXPORT); + /* blend state objects */ memset(&blend, 0, sizeof(blend)); ctx->blend_keep_color = pipe->create_blend_state(pipe, &blend); @@ -314,6 +320,8 @@ void util_blitter_destroy(struct blitter_context *blitter) pipe->delete_fs_state(pipe, ctx->fs_texfetch_col[i]); if (ctx->fs_texfetch_depth[i]) pipe->delete_fs_state(pipe, ctx->fs_texfetch_depth[i]); + if (ctx->fs_texfetch_depthstencil[i]) + pipe->delete_fs_state(pipe, ctx->fs_texfetch_depthstencil[i]); } for (i = 0; i <= PIPE_MAX_COLOR_BUFS; i++) { @@ -718,6 +726,26 @@ void *blitter_get_fs_texfetch_depth(struct blitter_context_priv *ctx, return ctx->fs_texfetch_depth[tex_target]; } +static INLINE +void *blitter_get_fs_texfetch_depthstencil(struct blitter_context_priv *ctx, + unsigned tex_target) +{ + struct pipe_context *pipe = ctx->base.pipe; + + assert(tex_target < PIPE_MAX_TEXTURE_TYPES); + + /* Create the fragment shader on-demand. */ + if (!ctx->fs_texfetch_depthstencil[tex_target]) { + unsigned tgsi_tex = pipe_tex_to_tgsi_tex(tex_target); + + ctx->fs_texfetch_depthstencil[tex_target] = + util_make_fragment_tex_shader_writedepthstencil(pipe, tgsi_tex, + TGSI_INTERPOLATE_LINEAR); + } + + return ctx->fs_texfetch_depthstencil[tex_target]; +} + static void blitter_set_common_draw_rect_state(struct blitter_context_priv *ctx) { struct pipe_context *pipe = ctx->base.pipe; @@ -916,6 +944,8 @@ void util_blitter_copy_texture(struct blitter_context *blitter, struct pipe_sampler_view src_templ, *src_view; unsigned bind; boolean is_stencil, is_depth; + const struct util_format_description *src_desc = + util_format_description(src->format); /* Give up if textures are not set. */ assert(dst && src); @@ -925,8 +955,8 @@ void util_blitter_copy_texture(struct blitter_context *blitter, assert(src->target < PIPE_MAX_TEXTURE_TYPES); /* Is this a ZS format? */ - is_depth = util_format_get_component_bits(src->format, UTIL_FORMAT_COLORSPACE_ZS, 0) != 0; - is_stencil = util_format_get_component_bits(src->format, UTIL_FORMAT_COLORSPACE_ZS, 1) != 0; + is_depth = util_format_has_depth(src_desc); + is_stencil = util_format_has_stencil(src_desc); if (is_depth || is_stencil) bind = PIPE_BIND_DEPTH_STENCIL; @@ -935,7 +965,7 @@ void util_blitter_copy_texture(struct blitter_context *blitter, /* Check if we can sample from and render to the surfaces. */ /* (assuming copying a stencil buffer is not possible) */ - if ((!ignore_stencil && is_stencil) || + if ((!ignore_stencil && is_stencil && !ctx->has_stencil_export) || !screen->is_format_supported(screen, dst->format, dst->target, dst->nr_samples, bind) || !screen->is_format_supported(screen, src->format, src->target, @@ -976,6 +1006,21 @@ void util_blitter_copy_texture_view(struct blitter_context *blitter, enum pipe_texture_target src_target = src->texture->target; unsigned width = srcbox->width; unsigned height = srcbox->height; + boolean is_stencil, is_depth; + const struct util_format_description *src_desc = + util_format_description(src->format); + + is_depth = util_format_has_depth(src_desc); + is_stencil = util_format_has_stencil(src_desc); + + /* If you want a fallback for stencil copies, + * use util_blitter_copy_texture. */ + if (is_stencil && !ctx->has_stencil_export) { + is_stencil = FALSE; + + if (!is_depth) + return; + } /* Sanity checks. */ if (dst->texture == src->texture && @@ -997,12 +1042,22 @@ void util_blitter_copy_texture_view(struct blitter_context *blitter, fb_state.width = dst->width; fb_state.height = dst->height; - if (util_format_is_depth_or_stencil(dst->format)) { + if (is_depth || is_stencil) { pipe->bind_blend_state(pipe, ctx->blend_keep_color); - pipe->bind_depth_stencil_alpha_state(pipe, - ctx->dsa_write_depth_keep_stencil); - pipe->bind_fs_state(pipe, - blitter_get_fs_texfetch_depth(ctx, src_target)); + + if (is_depth && is_stencil) { + pipe->bind_depth_stencil_alpha_state(pipe, + ctx->dsa_write_depth_stencil); + pipe->bind_fs_state(pipe, + blitter_get_fs_texfetch_depthstencil(ctx, src_target)); + } else if (is_depth) { + pipe->bind_depth_stencil_alpha_state(pipe, + ctx->dsa_write_depth_keep_stencil); + pipe->bind_fs_state(pipe, + blitter_get_fs_texfetch_depth(ctx, src_target)); + } else { /* is_stencil */ + assert(0); + } fb_state.nr_cbufs = 0; fb_state.zsbuf = dst; @@ -1017,9 +1072,29 @@ void util_blitter_copy_texture_view(struct blitter_context *blitter, fb_state.zsbuf = 0; } - pipe->bind_fragment_sampler_states(pipe, 1, &ctx->sampler_state); + if (is_depth && is_stencil) { + /* Setup two samplers, one for depth and the other one for stencil. */ + struct pipe_sampler_view templ; + struct pipe_sampler_view *views[2]; + void *samplers[2] = {ctx->sampler_state, ctx->sampler_state}; + + templ = *src; + templ.format = util_format_stencil_only(templ.format); + assert(templ.format != PIPE_FORMAT_NONE); + + views[0] = src; + views[1] = pipe->create_sampler_view(pipe, src->texture, &templ); + + pipe->set_fragment_sampler_views(pipe, 2, views); + pipe->bind_fragment_sampler_states(pipe, 2, samplers); + + pipe_sampler_view_reference(&views[1], NULL); + } else { + pipe->set_fragment_sampler_views(pipe, 1, &src); + pipe->bind_fragment_sampler_states(pipe, 1, &ctx->sampler_state); + } + pipe->bind_vertex_elements_state(pipe, ctx->velem_state); - pipe->set_fragment_sampler_views(pipe, 1, &src); pipe->set_framebuffer_state(pipe, &fb_state); blitter_set_common_draw_rect_state(ctx); diff --git a/src/gallium/auxiliary/util/u_blitter.h b/src/gallium/auxiliary/util/u_blitter.h index d4d30852b58..2db984c8a90 100644 --- a/src/gallium/auxiliary/util/u_blitter.h +++ b/src/gallium/auxiliary/util/u_blitter.h @@ -169,8 +169,8 @@ void util_blitter_clear_depth_custom(struct blitter_context *blitter, * The same holds for depth-stencil formats with the exception that stencil * cannot be copied unless you set ignore_stencil to FALSE. In that case, * a software fallback path is taken and both surfaces must be of the same - * format. - * XXX implement hw-accel stencil copy using shader stencil export. + * format. If the shader stencil export is supported, stencil copy is always + * accelerated. * * Use pipe_screen->is_format_supported to know your options. * diff --git a/src/gallium/auxiliary/util/u_simple_shaders.c b/src/gallium/auxiliary/util/u_simple_shaders.c index 320c0f7a830..545b6078667 100644 --- a/src/gallium/auxiliary/util/u_simple_shaders.c +++ b/src/gallium/auxiliary/util/u_simple_shaders.c @@ -210,6 +210,60 @@ util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe, } +/** + * Make a simple fragment texture shader which reads the texture unit 0 and 1 + * and writes it as depth and stencil, respectively. + */ +void * +util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe, + unsigned tex_target, + unsigned interp_mode) +{ + struct ureg_program *ureg; + struct ureg_src depth_sampler, stencil_sampler; + struct ureg_src tex; + struct ureg_dst out, depth, stencil; + struct ureg_src imm; + + ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT ); + if (ureg == NULL) + return NULL; + + depth_sampler = ureg_DECL_sampler( ureg, 0 ); + stencil_sampler = ureg_DECL_sampler( ureg, 1 ); + + tex = ureg_DECL_fs_input( ureg, + TGSI_SEMANTIC_GENERIC, 0, + interp_mode ); + + out = ureg_DECL_output( ureg, + TGSI_SEMANTIC_COLOR, + 0 ); + + depth = ureg_DECL_output( ureg, + TGSI_SEMANTIC_POSITION, + 0 ); + + stencil = ureg_DECL_output( ureg, + TGSI_SEMANTIC_STENCIL, + 0 ); + + imm = ureg_imm4f( ureg, 0, 0, 0, 1 ); + + ureg_MOV( ureg, out, imm ); + + ureg_TEX( ureg, + ureg_writemask(depth, TGSI_WRITEMASK_Z), + tex_target, tex, depth_sampler ); + ureg_TEX( ureg, + ureg_writemask(stencil, TGSI_WRITEMASK_Y), + tex_target, tex, stencil_sampler ); + ureg_END( ureg ); + + return ureg_create_shader_and_destroy( ureg, pipe ); +} + + /** * Make simple fragment color pass-through shader. */ diff --git a/src/gallium/auxiliary/util/u_simple_shaders.h b/src/gallium/auxiliary/util/u_simple_shaders.h index 5f31b72c4d7..54d0efe63d7 100644 --- a/src/gallium/auxiliary/util/u_simple_shaders.h +++ b/src/gallium/auxiliary/util/u_simple_shaders.h @@ -74,6 +74,12 @@ util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe, unsigned interp_mode); +extern void * +util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe, + unsigned tex_target, + unsigned interp_mode); + + extern void * util_make_fragment_passthrough_shader(struct pipe_context *pipe);