From: Brian Paul Date: Fri, 18 Feb 2011 02:10:13 +0000 (-0700) Subject: st/mesa: implement blit-based path for glCopyPixels X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=b736b4a2b5c07b502e15e49ba2a9f10b0c5f3ab7;p=mesa.git st/mesa: implement blit-based path for glCopyPixels If doing a simple non-overlapping glCopyPixels with no per-fragment ops we can use pipe_context::resource_copy_region(). --- diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c index a6935edb44c..aaa5bbff679 100644 --- a/src/mesa/state_tracker/st_cb_drawpixels.c +++ b/src/mesa/state_tracker/st_cb_drawpixels.c @@ -1142,6 +1142,109 @@ copy_stencil_pixels(struct gl_context *ctx, GLint srcx, GLint srcy, } +/** Do the src/dest regions overlap? */ +static GLboolean +regions_overlap(GLint srcX, GLint srcY, GLint dstX, GLint dstY, + GLsizei width, GLsizei height) +{ + if (srcX + width <= dstX || + dstX + width <= srcX || + srcY + height <= dstY || + dstY + height <= srcY) + return GL_FALSE; + else + return GL_TRUE; +} + + +/** + * Try to do a glCopyPixels for simple cases with a blit by calling + * pipe->resource_copy_region(). + * + * We can do this when we're copying color pixels (depth/stencil + * eventually) with no pixel zoom, no pixel transfer ops, no + * per-fragment ops, the src/dest regions don't overlap and the + * src/dest pixel formats are the same. + */ +static GLboolean +blit_copy_pixels(struct gl_context *ctx, GLint srcx, GLint srcy, + GLsizei width, GLsizei height, + GLint dstx, GLint dsty, GLenum type) +{ + struct st_context *st = st_context(ctx); + struct pipe_context *pipe = st->pipe; + struct gl_pixelstore_attrib pack, unpack; + GLint readX, readY, readW, readH; + + if (type == GL_COLOR && + ctx->Pixel.ZoomX == 1.0 && + ctx->Pixel.ZoomY == 1.0 && + ctx->_ImageTransferState == 0x0 && + !ctx->Color.BlendEnabled && + !ctx->Color.AlphaEnabled && + !ctx->Depth.Test && + !ctx->Fog.Enabled && + !ctx->Stencil.Enabled && + !ctx->FragmentProgram.Enabled && + !ctx->VertexProgram.Enabled && + !ctx->Shader.CurrentFragmentProgram && + ctx->DrawBuffer->_NumColorDrawBuffers == 1) { + struct st_renderbuffer *rbRead, *rbDraw; + GLint drawX, drawY; + + /* + * Clip the read region against the src buffer bounds. + * We'll still allocate a temporary buffer/texture for the original + * src region size but we'll only read the region which is on-screen. + * This may mean that we draw garbage pixels into the dest region, but + * that's expected. + */ + readX = srcx; + readY = srcy; + readW = width; + readH = height; + pack = ctx->DefaultPacking; + if (!_mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack)) + return GL_TRUE; /* all done */ + + /* clip against dest buffer bounds and scissor box */ + drawX = dstx + pack.SkipPixels; + drawY = dsty + pack.SkipRows; + unpack = pack; + if (!_mesa_clip_drawpixels(ctx, &drawX, &drawY, &readW, &readH, &unpack)) + return GL_TRUE; /* all done */ + + readX = readX - pack.SkipPixels + unpack.SkipPixels; + readY = readY - pack.SkipRows + unpack.SkipRows; + + rbRead = st_get_color_read_renderbuffer(ctx); + rbDraw = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]); + + if ((rbRead != rbDraw || + !regions_overlap(readX, readY, drawX, drawY, readW, readH)) && + rbRead->Base.Format == rbDraw->Base.Format) { + struct pipe_box srcBox; + + /* flip src/dst position if needed */ + if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) + readY = ctx->ReadBuffer->Height - readY - readH; + + if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) + drawY = ctx->DrawBuffer->Height - drawY - readH; + + u_box_2d(readX, readY, readW, readH, &srcBox); + + pipe->resource_copy_region(pipe, + rbDraw->texture, 0, drawX, drawY, 0, + rbRead->texture, 0, &srcBox); + return GL_TRUE; + } + } + + return GL_FALSE; +} + + static void st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy, GLsizei width, GLsizei height, @@ -1171,6 +1274,17 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy, return; } + if (blit_copy_pixels(ctx, srcx, srcy, width, height, dstx, dsty, type)) + return; + + /* + * The subsequent code implements glCopyPixels by copying the source + * pixels into a temporary texture that's then applied to a textured quad. + * When we draw the textured quad, all the usual per-fragment operations + * are handled. + */ + + /* * Get vertex/fragment shaders */