[Mesa-dev] [PATCH] meta: do fallback when texture is enabled for DrawPixels
Liu Aleaxander
aleaxander at gmail.com
Fri May 4 19:47:35 PDT 2012
On Sat, May 5, 2012 at 10:19 AM, Roland Scheidegger <sroland at vmware.com> wrote:
> Am 05.05.2012 04:07, schrieb Liu Aleaxander:
>> On Sat, May 5, 2012 at 9:44 AM, Roland Scheidegger <sroland at vmware.com> wrote:
>> [snip]...
>>
>>>> + * or the original texture stuff would not work
>>>> + *
>>>> + * FIXME: we may use multi-texture to handle this case. But fallback is
>>>> + * definitely a much simple and straight way.
>>>> + */
>>>> + if (ctx->Texture._EnabledUnits)
>>>> + fallback = GL_TRUE;
>>>> +
>>>> if (_mesa_is_color_format(format)) {
>>>> /* use more compact format when possible */
>>>> /* XXX disable special case for GL_LUMINANCE for now to work around
>>>
>>> Wouldn't you also have to test for active fragment shader too (i.e.
>>> essentially same test that _mesa_meta_Bitmap is doing I think they might
>>> have the same prerequisites for fallback for the hilarious combination
>>> of these ops with ordinary fragment shading)? Though I guess maybe you
>>> could avoid fallback in some cases (like drawing to stencil buffer then
>>> texture bound shouldn't matter I think though a fragment shader writing
>>> to depth or killing fragments still would).
>>
>> Yes and thanks. And here is the new patch based on your comments:
>>
>> From 1e1bacb8cba6ee55b4659613f8a9037b4f54d9c5 Mon Sep 17 00:00:00 2001
>> From: Yuanhan Liu <yuanhan.liu at linux.intel.com>
>> Date: Fri, 4 May 2012 22:23:37 +0800
>> Subject: [PATCH] meta: do fallback when texture is enabled for DrawPixels
>>
>> If there are already some texture unit enabled, a fallback is needed,
>> or the original texture stuff would not work.
>>
>> A much better way is to use multi-texture to handle this case: like
>> treat the pixels as texture 1 and the original texture as texture 2.
>> I haven't do much inverstigation on that way, but fallback is definitely
>> a much simpler and straight way.
>>
>> This would fix oglc mipsel test case.
>>
>> v2: Roland: do fallback also for active fragment shader
>> no need to fallback for stencil buffer
>>
>> Signed-off-by: Yuanhan Liu <yuanhan.liu at linux.intel.com>
>> ---
>> src/mesa/drivers/common/meta.c | 13 +++++++++++++
>> 1 files changed, 13 insertions(+), 0 deletions(-)
>>
>> diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
>> index 95336fc..eedc889 100644
>> --- a/src/mesa/drivers/common/meta.c
>> +++ b/src/mesa/drivers/common/meta.c
>> @@ -2206,10 +2206,23 @@ _mesa_meta_DrawPixels(struct gl_context *ctx,
>> */
>> fallback = GL_FALSE;
>> if (ctx->_ImageTransferState ||
>> + ctx->FragmentProgram._Enabled ||
>> ctx->Fog.Enabled) {
>> fallback = GL_TRUE;
>> }
>>
>> + /*
>> + * If there are already some texture unit enabled, a fallback is needed,
>> + * or the original texture stuff would not work
>> + *
>> + * No need to fallback if drawing to stencil buffer.
>> + *
>> + * FIXME: we may use multi-texture to handle this case. But fallback is
>> + * definitely a much simple and straight way.
>> + */
>> + if (ctx->Texture._EnabledUnits && !_mesa_is_stencil_format(format))
>> + fallback = GL_TRUE;
>> +
>> if (_mesa_is_color_format(format)) {
>> /* use more compact format when possible */
>> /* XXX disable special case for GL_LUMINANCE for now to work around
>
> Well I think it should also apply to depth buffer though I wouldn't be
> concerned over that.
I guess I just need move those code into the if (_mesa_is_color_format()) block.
> If really the same rules apply to the bitmap case
> though I think it would be great if that could be seen more easily (even
> if it might not be worth to share the code).
Yeah, I see no much worth.
> Though whatever works there is really fine by me, I doubt any apps
> really do that, and even if they do a swrast fallback isn't really
> better than misrendering anyway :-).
Well, this patch severed as fixing an OpenGL conformance test case ;)
Then, here is another much 'complicate' one that moved the texture
check code into the color format block:
More information about the mesa-dev
mailing list