From 52d88b67be1dad07e1c5f4a6e1c5c13c70f0c937 Mon Sep 17 00:00:00 2001 From: Neha Bhende Date: Thu, 11 Aug 2016 16:37:24 -0700 Subject: [PATCH] svga: add new function svga_clear_texture() To clear texture this function can be used. This is part of ARB_clear_texture extension. Basically this extension allows you to clear texture with given color values. Reviewed-by: Brian Paul Reviewed-by: Charmaine Lee --- src/gallium/drivers/svga/svga_pipe_clear.c | 188 +++++++++++++++++++++ 1 file changed, 188 insertions(+) diff --git a/src/gallium/drivers/svga/svga_pipe_clear.c b/src/gallium/drivers/svga/svga_pipe_clear.c index 1eb37579002..abf110c6ce8 100644 --- a/src/gallium/drivers/svga/svga_pipe_clear.c +++ b/src/gallium/drivers/svga/svga_pipe_clear.c @@ -28,6 +28,7 @@ #include "pipe/p_defines.h" #include "util/u_pack_color.h" +#include "util/u_surface.h" #include "svga_context.h" #include "svga_state.h" @@ -264,3 +265,190 @@ svga_clear(struct pipe_context *pipe, unsigned buffers, assert (ret == PIPE_OK); } + + +static void +svga_clear_texture(struct pipe_context *pipe, + struct pipe_resource *res, + unsigned level, + const struct pipe_box *box, + const void *data) +{ + struct svga_context *svga = svga_context(pipe); + struct svga_surface *svga_surface_dst; + enum pipe_error ret; + struct pipe_surface tmpl; + struct pipe_surface *surface; + + memset(&tmpl, 0, sizeof(tmpl)); + tmpl.format = res->format; + tmpl.u.tex.first_layer = box->z; + tmpl.u.tex.last_layer = box->z + box->depth - 1; + tmpl.u.tex.level = level; + + surface = pipe->create_surface(pipe, res, &tmpl); + if (surface == NULL) { + debug_printf("failed to create surface\n"); + return; + } + svga_surface_dst = svga_surface(surface); + + union pipe_color_union color; + const struct util_format_description *desc = + util_format_description(surface->format); + + if (util_format_is_depth_or_stencil(surface->format)) { + float depth; + uint8_t stencil; + unsigned clear_flags = 0; + + /* If data is NULL, then set depthValue and stencilValue to zeros */ + if (data == NULL) { + depth = 0.0; + stencil = 0; + } + else { + desc->unpack_z_float(&depth, 0, data, 0, 1, 1); + desc->unpack_s_8uint(&stencil, 0, data, 0, 1, 1); + } + + if (util_format_has_depth(desc)) { + clear_flags |= PIPE_CLEAR_DEPTH; + } + if (util_format_has_stencil(desc)) { + clear_flags |= PIPE_CLEAR_STENCIL; + } + + /* Setup depth stencil view */ + struct pipe_surface *dsv = + svga_validate_surface_view(svga, svga_surface_dst); + + if (!dsv) + return; + + if (box->x == 0 && box->y == 0 && box->width == surface->width && + box->height == surface->height) { + /* clearing whole surface, use direct VGPU10 command */ + + + ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, + clear_flags, + stencil, depth); + if (ret != PIPE_OK) { + /* flush and try again */ + svga_context_flush(svga, NULL); + ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, + clear_flags, + stencil, depth); + assert(ret == PIPE_OK); + } + } + else { + /* To clear subtexture use software fallback */ + + util_blitter_save_framebuffer(svga->blitter, + &svga->curr.framebuffer); + begin_blit(svga); + util_blitter_clear_depth_stencil(svga->blitter, + dsv, clear_flags, + depth,stencil, + box->x, box->y, + box->width, box->height); + } + } + else { + /* non depth-stencil formats */ + + if (data == NULL) { + /* If data is NULL, the texture image is filled with zeros */ + color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0; + } + else { + if (util_format_is_pure_sint(surface->format)) { + /* signed integer */ + desc->unpack_rgba_sint(color.i, 0, data, 0, 1, 1); + } + else if (util_format_is_pure_uint(surface->format)) { + /* unsigned integer */ + desc->unpack_rgba_uint(color.ui, 0, data, 0, 1, 1); + } + else { + /* floating point */ + desc->unpack_rgba_float(color.f, 0, data, 0, 1, 1); + } + } + + /* Setup render target view */ + struct pipe_surface *rtv = + svga_validate_surface_view(svga, svga_surface_dst); + + if (!rtv) + return; + + if (box->x == 0 && box->y == 0 && box->width == surface->width && + box->height == surface->height) { + struct pipe_framebuffer_state *curr = &svga->curr.framebuffer; + + if (is_integer_target(curr, PIPE_CLEAR_COLOR) && + !ints_fit_in_floats(&color)) { + /* To clear full texture with integer format */ + clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0); + } + else { + /* clearing whole surface using VGPU10 command */ + ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, + color.f); + if (ret != PIPE_OK) { + svga_context_flush(svga,NULL); + ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, + color.f); + assert(ret == PIPE_OK); + } + } + } + else { + /* To clear subtexture use software fallback */ + + /** + * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D + * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use + * util_clear_render_target() for PIPE_TEXTURE_3D. + */ + if (rtv->texture->target != PIPE_TEXTURE_3D && + pipe->screen->is_format_supported(pipe->screen, rtv->format, + rtv->texture->target, + rtv->texture->nr_samples, + PIPE_BIND_RENDER_TARGET)) { + /* clear with quad drawing */ + util_blitter_save_framebuffer(svga->blitter, + &svga->curr.framebuffer); + begin_blit(svga); + util_blitter_clear_render_target(svga->blitter, + rtv, + &color, + box->x, box->y, + box->width, box->height); + } + else { + /* clear with map/write/unmap */ + + /* store layer values */ + unsigned first_layer = rtv->u.tex.first_layer; + unsigned last_layer = rtv->u.tex.last_layer; + unsigned box_depth = last_layer - first_layer + 1; + + for (unsigned i = 0; i < box_depth; i++) { + rtv->u.tex.first_layer = rtv->u.tex.last_layer = + first_layer + i; + util_clear_render_target(pipe, rtv, &color, box->x, box->y, + box->width, box->height); + } + /* restore layer values */ + rtv->u.tex.first_layer = first_layer; + rtv->u.tex.last_layer = last_layer; + } + } + } +} + + -- 2.30.2