[Mesa-dev] ARB_copy_image support in Gallium

Marek Olšák maraeo at gmail.com
Tue Jul 21 09:01:06 PDT 2015


I don't think resource_copy_region is a good match for all possible
cases that can occur with ARB_copy_image and I extensively explained
this to Ilia on IRC. The format swizzling is the problem.

Assume you have a copy from RGBA8 to R32F. This is equivalent to
copying RGBA8 to RGBA8, because it's just memcpy and therefore
pipe->blit can use dst.format=RGBA8 instead of R32F. Now, where I'm
going with this... If the source is actually BGRA8, you can set the
source format to that and it will properly swizzle the texture and
store it as dst.format=RGBA8 directly into the R32F texture. This
resolves the swizzling issue nicely using the existing functionality
without needing other hacks or changes in the format selection code.

As for whether to use blit or resource_copy_region, I don't think that
question is important and either would work in a lot of cases. Drivers
that prefer resource_copy_region over blit should use
util_try_blit_via_copy_region in their blit implementation. The only
case where resource_copy_region must be used is copying compressed
textures.

Marek


On Mon, Jul 20, 2015 at 9:56 PM, Roland Scheidegger <sroland at vmware.com> wrote:
> Theoretically resource_copy_region should be the right function for
> that. Both ARB_copy_image and d3d10 ResourceCopyRegion define this as
> essentially the equivalent of memcpy.
> I guess the difficulty is that GL's view classes are a bit different
> compared to d3d10 typeless groups - d3d10 doesn't allow
> ResourceCopyRegion with swizzling (actually there are not even ANY
> formats which would have just different swizzling anyway in d3d10,
> though some got added back later).
> So, right now this does NOT require the same formats, but it is loosely
> specced in docs for the formats to be compatible. See
> util_is_format_compatible, according to that RGBA vs. RGBX would be
> compatible, though a depth and corresponding color format would be not
> (which is ok for gl but not d3d), things like RGBA8_UNORM vs. RGBA8_SINT
> would certainly qualify.
>
> Not sure though if I like the "memcpy with swizzling" idea. Sounds like
> that might not be easily implementable in general, unless you revert
> back to a quad blit, which is not the intention of either gl's nor
> d3d10's function.
> Sounds to me like it may be better to leave things as-is, with a
> fallback to quad blit if the formats require swizzling (or make sure not
> formats with different swizzling are picked in the first place).
>
> Roland
>
>
> Am 20.07.2015 um 20:44 schrieb Ilia Mirkin:
>> Hi Brian,
>>
>> You marked off ARB_copy_image (and ARB_clear_texture) as in-progress
>> by VMware some months ago -- has there been any movement on that? It
>> appears that Bioshock Infinite requires ARB_copy_image so might be
>> nice to get that added in.
>>
>> The complication in implementing ARB_copy_image was that st/mesa will
>> pick potentially different PIPE_FORMAT enums for the same internal
>> format, depending on the parameters to the glTexImage call. A
>> developer (irc handle Leftmost, I forget his real name, sorry) tried
>> to wrestle with the issues this presents, but as I recall ended up
>> coming up short.
>>
>> The final implementation probably needs some combination of
>> resource_copy_region and blit. I think resource_copy_region currently
>> is spec'd to require identical formats in src and dst, but that could
>> be relaxed.
>>
>> Anyways, would be interested in hearing whether you guys have made any
>> progress, or if you had thoughts on proper implementation.
>>
>> Cheers,
>>
>>   -ilia
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