[Mesa-dev] [PATCH 5/9] gallium/u_blitter: implement shader-based MSAA resolve with bilinear filtering
Marek Olšák
maraeo at gmail.com
Thu Dec 12 10:00:11 PST 2013
From: Marek Olšák <marek.olsak at amd.com>
For scaled resolve. The filter is only good for magnification.
If somebody has an idea how to implement a good filter for minification,
I'm all ears. I'd have to use derivatives probably.
---
src/gallium/auxiliary/util/u_blitter.c | 79 +++++++++++++---------
src/gallium/auxiliary/util/u_simple_shaders.c | 95 +++++++++++++++++++++++++++
src/gallium/auxiliary/util/u_simple_shaders.h | 6 ++
3 files changed, 149 insertions(+), 31 deletions(-)
diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c
index 7c51941..d5500b3 100644
--- a/src/gallium/auxiliary/util/u_blitter.c
+++ b/src/gallium/auxiliary/util/u_blitter.c
@@ -95,9 +95,9 @@ struct blitter_context_priv
void *fs_texfetch_stencil_msaa[PIPE_MAX_TEXTURE_TYPES];
/* FS which outputs an average of all samples. */
- void *fs_resolve[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS];
- void *fs_resolve_sint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS];
- void *fs_resolve_uint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS];
+ void *fs_resolve[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
+ void *fs_resolve_sint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
+ void *fs_resolve_uint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
/* Blend state. */
void *blend[PIPE_MASK_RGBA+1]; /**< blend state with writemask */
@@ -342,7 +342,7 @@ void util_blitter_destroy(struct blitter_context *blitter)
{
struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
struct pipe_context *pipe = blitter->pipe;
- int i, j;
+ int i, j, f;
for (i = 0; i <= PIPE_MASK_RGBA; i++) {
pipe->delete_blend_state(pipe, ctx->blend[i]);
@@ -382,16 +382,19 @@ void util_blitter_destroy(struct blitter_context *blitter)
ctx->delete_fs_state(pipe, ctx->fs_texfetch_stencil[i]);
for (j = 0; j< Elements(ctx->fs_resolve[i]); j++)
- if (ctx->fs_resolve[i][j])
- ctx->delete_fs_state(pipe, ctx->fs_resolve[i][j]);
+ for (f = 0; f < 2; f++)
+ if (ctx->fs_resolve[i][j][f])
+ ctx->delete_fs_state(pipe, ctx->fs_resolve[i][j][f]);
for (j = 0; j< Elements(ctx->fs_resolve_sint[i]); j++)
- if (ctx->fs_resolve_sint[i][j])
- ctx->delete_fs_state(pipe, ctx->fs_resolve_sint[i][j]);
+ for (f = 0; f < 2; f++)
+ if (ctx->fs_resolve_sint[i][j][f])
+ ctx->delete_fs_state(pipe, ctx->fs_resolve_sint[i][j][f]);
for (j = 0; j< Elements(ctx->fs_resolve_uint[i]); j++)
- if (ctx->fs_resolve_uint[i][j])
- ctx->delete_fs_state(pipe, ctx->fs_resolve_uint[i][j]);
+ for (f = 0; f < 2; f++)
+ if (ctx->fs_resolve_uint[i][j][f])
+ ctx->delete_fs_state(pipe, ctx->fs_resolve_uint[i][j][f]);
}
ctx->delete_fs_state(pipe, ctx->fs_empty);
@@ -750,7 +753,8 @@ static void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
enum pipe_format format,
enum pipe_texture_target target,
unsigned src_nr_samples,
- unsigned dst_nr_samples)
+ unsigned dst_nr_samples,
+ unsigned filter)
{
struct pipe_context *pipe = ctx->base.pipe;
unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(target, src_nr_samples);
@@ -768,17 +772,26 @@ static void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
is_uint = util_format_is_pure_uint(format);
is_sint = util_format_is_pure_sint(format);
+ assert(filter < 2);
+
if (is_uint)
- shader = &ctx->fs_resolve_uint[target][index];
+ shader = &ctx->fs_resolve_uint[target][index][filter];
else if (is_sint)
- shader = &ctx->fs_resolve_sint[target][index];
+ shader = &ctx->fs_resolve_sint[target][index][filter];
else
- shader = &ctx->fs_resolve[target][index];
+ shader = &ctx->fs_resolve[target][index][filter];
if (!*shader) {
- *shader = util_make_fs_msaa_resolve(pipe, tgsi_tex,
- src_nr_samples,
- is_uint, is_sint);
+ if (filter == PIPE_TEX_FILTER_LINEAR) {
+ *shader = util_make_fs_msaa_resolve_bilinear(pipe, tgsi_tex,
+ src_nr_samples,
+ is_uint, is_sint);
+ }
+ else {
+ *shader = util_make_fs_msaa_resolve(pipe, tgsi_tex,
+ src_nr_samples,
+ is_uint, is_sint);
+ }
}
}
else {
@@ -925,7 +938,7 @@ void util_blitter_cache_all_shaders(struct blitter_context *blitter)
{
struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
struct pipe_screen *screen = blitter->pipe->screen;
- unsigned samples, j, target, max_samples;
+ unsigned samples, j, f, target, max_samples;
boolean has_arraytex, has_cubearraytex;
max_samples = ctx->has_texture_multisample ? 2 : 1;
@@ -955,7 +968,7 @@ void util_blitter_cache_all_shaders(struct blitter_context *blitter)
* they read one sample.
*/
blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_FLOAT, target,
- samples, samples);
+ samples, samples, 0);
blitter_get_fs_texfetch_depth(ctx, target, samples);
if (ctx->has_stencil_export) {
blitter_get_fs_texfetch_depthstencil(ctx, target, samples);
@@ -973,12 +986,14 @@ void util_blitter_cache_all_shaders(struct blitter_context *blitter)
continue;
}
- blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_FLOAT, target,
- j, 1);
- blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_UINT, target,
- j, 1);
- blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_SINT, target,
- j, 1);
+ for (f = 0; f < 2; f++) {
+ blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_FLOAT, target,
+ j, 1, f);
+ blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_UINT, target,
+ j, 1, f);
+ blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_SINT, target,
+ j, 1, f);
+ }
}
}
}
@@ -1360,6 +1375,12 @@ void util_blitter_blit_generic(struct blitter_context *blitter,
return;
}
+ if (blit_stencil ||
+ (dstbox->width == abs(srcbox->width) &&
+ dstbox->height == abs(srcbox->height))) {
+ filter = PIPE_TEX_FILTER_NEAREST;
+ }
+
/* Check whether the states are properly saved. */
blitter_set_running_flag(ctx);
blitter_check_saved_vertex_states(ctx);
@@ -1403,15 +1424,11 @@ void util_blitter_blit_generic(struct blitter_context *blitter,
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
ctx->bind_fs_state(pipe,
blitter_get_fs_texfetch_col(ctx, src->format, src_target,
- src_samples, dst_samples));
+ src_samples, dst_samples, filter));
}
/* Set the linear filter only for scaled color non-MSAA blits. */
- if (filter == PIPE_TEX_FILTER_LINEAR &&
- !blit_depth && !blit_stencil &&
- src_samples <= 1 &&
- (dstbox->width != abs(srcbox->width) ||
- dstbox->height != abs(srcbox->height))) {
+ if (filter == PIPE_TEX_FILTER_LINEAR) {
if (src_target == PIPE_TEXTURE_RECT) {
sampler_state = ctx->sampler_state_rect_linear;
} else {
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.c b/src/gallium/auxiliary/util/u_simple_shaders.c
index 5be3a13..82f23eb 100644
--- a/src/gallium/auxiliary/util/u_simple_shaders.c
+++ b/src/gallium/auxiliary/util/u_simple_shaders.c
@@ -612,3 +612,98 @@ util_make_fs_msaa_resolve(struct pipe_context *pipe,
return ureg_create_shader_and_destroy(ureg, pipe);
}
+
+
+void *
+util_make_fs_msaa_resolve_bilinear(struct pipe_context *pipe,
+ unsigned tgsi_tex, unsigned nr_samples,
+ boolean is_uint, boolean is_sint)
+{
+ struct ureg_program *ureg;
+ struct ureg_src sampler, coord;
+ struct ureg_dst out, tmp, top, bottom;
+ struct ureg_dst tmp_coord[4], tmp_sum[4];
+ int i, c;
+
+ ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
+ if (!ureg)
+ return NULL;
+
+ /* Declarations. */
+ sampler = ureg_DECL_sampler(ureg, 0);
+ coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
+ TGSI_INTERPOLATE_LINEAR);
+ out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
+ for (c = 0; c < 4; c++)
+ tmp_sum[c] = ureg_DECL_temporary(ureg);
+ for (c = 0; c < 4; c++)
+ tmp_coord[c] = ureg_DECL_temporary(ureg);
+ tmp = ureg_DECL_temporary(ureg);
+ top = ureg_DECL_temporary(ureg);
+ bottom = ureg_DECL_temporary(ureg);
+
+ /* Instructions. */
+ for (c = 0; c < 4; c++)
+ ureg_MOV(ureg, tmp_sum[c], ureg_imm1f(ureg, 0));
+
+ /* Get 4 texture coordinates for the bilinear filter. */
+ ureg_F2U(ureg, tmp_coord[0], coord); /* top-left */
+ ureg_UADD(ureg, tmp_coord[1], ureg_src(tmp_coord[0]),
+ ureg_imm4u(ureg, 1, 0, 0, 0)); /* top-right */
+ ureg_UADD(ureg, tmp_coord[2], ureg_src(tmp_coord[0]),
+ ureg_imm4u(ureg, 0, 1, 0, 0)); /* bottom-left */
+ ureg_UADD(ureg, tmp_coord[3], ureg_src(tmp_coord[0]),
+ ureg_imm4u(ureg, 1, 1, 0, 0)); /* bottom-right */
+
+ for (i = 0; i < nr_samples; i++) {
+ for (c = 0; c < 4; c++) {
+ /* Read one sample. */
+ ureg_MOV(ureg, ureg_writemask(tmp_coord[c], TGSI_WRITEMASK_W),
+ ureg_imm1u(ureg, i));
+ ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord[c]), sampler);
+
+ if (is_uint)
+ ureg_U2F(ureg, tmp, ureg_src(tmp));
+ else if (is_sint)
+ ureg_I2F(ureg, tmp, ureg_src(tmp));
+
+ /* Add it to the sum.*/
+ ureg_ADD(ureg, tmp_sum[c], ureg_src(tmp_sum[c]), ureg_src(tmp));
+ }
+ }
+
+ /* Calculate the average. */
+ for (c = 0; c < 4; c++)
+ ureg_MUL(ureg, tmp_sum[c], ureg_src(tmp_sum[c]),
+ ureg_imm1f(ureg, 1.0 / nr_samples));
+
+ /* Take the 4 average values and apply a standard bilinear filter. */
+ ureg_FRC(ureg, tmp, coord);
+
+ ureg_LRP(ureg, top,
+ ureg_scalar(ureg_src(tmp), 0),
+ ureg_src(tmp_sum[1]),
+ ureg_src(tmp_sum[0]));
+
+ ureg_LRP(ureg, bottom,
+ ureg_scalar(ureg_src(tmp), 0),
+ ureg_src(tmp_sum[3]),
+ ureg_src(tmp_sum[2]));
+
+ ureg_LRP(ureg, tmp,
+ ureg_scalar(ureg_src(tmp), 1),
+ ureg_src(bottom),
+ ureg_src(top));
+
+ /* Convert to the texture format and return. */
+ if (is_uint)
+ ureg_F2U(ureg, out, ureg_src(tmp));
+ else if (is_sint)
+ ureg_F2I(ureg, out, ureg_src(tmp));
+ else
+ ureg_MOV(ureg, out, ureg_src(tmp));
+
+ ureg_END(ureg);
+
+ return ureg_create_shader_and_destroy(ureg, pipe);
+}
diff --git a/src/gallium/auxiliary/util/u_simple_shaders.h b/src/gallium/auxiliary/util/u_simple_shaders.h
index ea9208c..e81d994 100644
--- a/src/gallium/auxiliary/util/u_simple_shaders.h
+++ b/src/gallium/auxiliary/util/u_simple_shaders.h
@@ -130,6 +130,12 @@ util_make_fs_msaa_resolve(struct pipe_context *pipe,
unsigned tgsi_tex, unsigned nr_samples,
boolean is_uint, boolean is_sint);
+
+void *
+util_make_fs_msaa_resolve_bilinear(struct pipe_context *pipe,
+ unsigned tgsi_tex, unsigned nr_samples,
+ boolean is_uint, boolean is_sint);
+
#ifdef __cplusplus
}
#endif
--
1.8.3.2
More information about the mesa-dev
mailing list