[Mesa-dev] [PATCH 2/3] llvmpipe: add support for layered rendering

Roland Scheidegger sroland at vmware.com
Fri Jun 7 11:58:32 PDT 2013


Am 07.06.2013 16:55, schrieb Jose Fonseca:
> 
> 
> ----- Original Message -----
>> Am 06.06.2013 03:15, schrieb Brian Paul:
>>> Reviewed-by: Brian Paul <brianp at vmware.com>
>>>
>>> Just two minor nits below.
>>>
>>>
>>> On 06/05/2013 05:44 PM, sroland at vmware.com wrote:
>>>> From: Roland Scheidegger <sroland at vmware.com>
>>>>
>>>> Mostly just make sure the layer parameter gets passed through to the
>>>> right
>>>> places (and get clamped, can do this at setup time), fix up clears to
>>>> clear all layers and disable opaque optimization. Luckily don't need to
>>>> touch the jitted code.
>>>> (Clears invoked via pipe's clear_render_target method will not work
>>>> however
>>>> since the pipe_util_clear function used for it doesn't handle clearing
>>>> multiple layers yet.)
>>>> ---
>>>>   src/gallium/drivers/llvmpipe/lp_context.h       |    3 +
>>>>   src/gallium/drivers/llvmpipe/lp_jit.h           |    2 +-
>>>>   src/gallium/drivers/llvmpipe/lp_rast.c          |  195
>>>> ++++++++++++-----------
>>>>   src/gallium/drivers/llvmpipe/lp_rast.h          |    2 +-
>>>>   src/gallium/drivers/llvmpipe/lp_rast_priv.h     |   20 ++-
>>>>   src/gallium/drivers/llvmpipe/lp_scene.c         |   12 +-
>>>>   src/gallium/drivers/llvmpipe/lp_scene.h         |    7 +-
>>>>   src/gallium/drivers/llvmpipe/lp_setup.c         |    1 +
>>>>   src/gallium/drivers/llvmpipe/lp_setup_context.h |    1 +
>>>>   src/gallium/drivers/llvmpipe/lp_setup_line.c    |    6 +
>>>>   src/gallium/drivers/llvmpipe/lp_setup_point.c   |    7 +
>>>>   src/gallium/drivers/llvmpipe/lp_setup_tri.c     |   17 +-
>>>>   src/gallium/drivers/llvmpipe/lp_state_derived.c |   13 +-
>>>>   src/gallium/drivers/llvmpipe/lp_texture.c       |    3 -
>>>>   src/gallium/drivers/llvmpipe/lp_texture.h       |   10 ++
>>>>   15 files changed, 190 insertions(+), 109 deletions(-)
>>>>
>>>> diff --git a/src/gallium/drivers/llvmpipe/lp_context.h
>>>> b/src/gallium/drivers/llvmpipe/lp_context.h
>>>> index 54f3830..abfe852 100644
>>>> --- a/src/gallium/drivers/llvmpipe/lp_context.h
>>>> +++ b/src/gallium/drivers/llvmpipe/lp_context.h
>>>> @@ -119,6 +119,9 @@ struct llvmpipe_context {
>>>>      /** Which vertex shader output slot contains viewport index */
>>>>      int viewport_index_slot;
>>>>
>>>> +   /** Which geometry shader output slot contains layer */
>>>> +   int layer_slot;
>>>> +
>>>>      /**< minimum resolvable depth value, for polygon offset */
>>>>      double mrd;
>>>>
>>>> diff --git a/src/gallium/drivers/llvmpipe/lp_jit.h
>>>> b/src/gallium/drivers/llvmpipe/lp_jit.h
>>>> index 4e9ca76..2ecfde7 100644
>>>> --- a/src/gallium/drivers/llvmpipe/lp_jit.h
>>>> +++ b/src/gallium/drivers/llvmpipe/lp_jit.h
>>>> @@ -204,7 +204,7 @@ typedef void
>>>>                       const void *dadx,
>>>>                       const void *dady,
>>>>                       uint8_t **color,
>>>> -                    void *depth,
>>>> +                    uint8_t *depth,
>>>>                       uint32_t mask,
>>>>                       struct lp_jit_thread_data *thread_data,
>>>>                       unsigned *stride,
>>>> diff --git a/src/gallium/drivers/llvmpipe/lp_rast.c
>>>> b/src/gallium/drivers/llvmpipe/lp_rast.c
>>>> index 981dd71..aa5224e 100644
>>>> --- a/src/gallium/drivers/llvmpipe/lp_rast.c
>>>> +++ b/src/gallium/drivers/llvmpipe/lp_rast.c
>>>> @@ -134,6 +134,8 @@ lp_rast_clear_color(struct lp_rasterizer_task *task,
>>>>
>>>>            for (i = 0; i < scene->fb.nr_cbufs; i++) {
>>>>               enum pipe_format format = scene->fb.cbufs[i]->format;
>>>> +            unsigned layer;
>>>> +            uint8_t *map_layer = scene->cbufs[i].map;
>>>>
>>>>               if (util_format_is_pure_sint(format)) {
>>>>                  util_format_write_4i(format, arg.clear_color.i, 0,
>>>> &uc, 0, 0, 0, 1, 1);
>>>> @@ -143,14 +145,17 @@ lp_rast_clear_color(struct lp_rasterizer_task
>>>> *task,
>>>>                  util_format_write_4ui(format, arg.clear_color.ui, 0,
>>>> &uc, 0, 0, 0, 1, 1);
>>>>               }
>>>>
>>>> -            util_fill_rect(scene->cbufs[i].map,
>>>> -                           scene->fb.cbufs[i]->format,
>>>> -                           scene->cbufs[i].stride,
>>>> -                           task->x,
>>>> -                           task->y,
>>>> -                           task->width,
>>>> -                           task->height,
>>>> -                           &uc);
>>>> +            for (layer = 0; layer <= scene->fb_max_layer; layer++) {
>>>> +               util_fill_rect(map_layer,
>>>> +                              scene->fb.cbufs[i]->format,
>>>> +                              scene->cbufs[i].stride,
>>>> +                              task->x,
>>>> +                              task->y,
>>>> +                              task->width,
>>>> +                              task->height,
>>>> +                              &uc);
>>>> +               map_layer += scene->cbufs[i].layer_stride;
>>>> +            }
>>>>            }
>>>>         }
>>>>         else {
>>>
>>> So, just to be clear (no pun intended), glClear() and pipe->clear()
>>> should indeed clear all the layers of a multi-layer framebuffer.  I
>>> guess I didn't realize that until I read this code and double-checked
>>> the spec.  Could you put a comment about that here just to be explicit?
>> Ok. I had to read the specs as well, but it looks like it works like
>> that indeed for all kind of clears in both d3d10 and opengl (though it
>> is not very obvious from the d3d10 spec, but it makes sense).
>> Actually I just checked docs and indeed I've apparently documented this
>> already in docs/source/context.rst ages ago...
>>
>>>
>>>
>>>
>>>> @@ -167,18 +172,21 @@ lp_rast_clear_color(struct lp_rasterizer_task
>>>> *task,
>>>>                       clear_color[3]);
>>>>
>>>>            for (i = 0; i < scene->fb.nr_cbufs; i++) {
>>>> -
>>>> -            util_pack_color(arg.clear_color.f,
>>>> -                            scene->fb.cbufs[i]->format, &uc);
>>>> -
>>>> -            util_fill_rect(scene->cbufs[i].map,
>>>> -                           scene->fb.cbufs[i]->format,
>>>> -                           scene->cbufs[i].stride,
>>>> -                           task->x,
>>>> -                           task->y,
>>>> -                           task->width,
>>>> -                           task->height,
>>>> -                           &uc);
>>>> +            unsigned layer;
>>>> +            uint8_t *map_layer = scene->cbufs[i].map;
>>>> +            for (layer = 0; layer <= scene->fb_max_layer; layer++) {
>>>> +               util_pack_color(arg.clear_color.f,
>>>> +                               scene->fb.cbufs[i]->format, &uc);
>>>> +               util_fill_rect(map_layer,
> 
> I suspect this pattern will be necessary a lot.  Probably makes sense to make a util_fill_volume helper (follow on change maybe).
I was wondering if it would be useful, though not sure if util_fill_box
would be better? I'll do that on a follow-up change as at least the util
clear render target function could use it too.

Roland

> 
>>>> +                              scene->fb.cbufs[i]->format,
>>>> +                              scene->cbufs[i].stride,
>>>> +                              task->x,
>>>> +                              task->y,
>>>> +                              task->width,
>>>> +                              task->height,
>>>> +                              &uc);
>>>> +               map_layer += scene->cbufs[i].layer_stride;
>>>> +            }
>>>>            }
>>>>         }
>>>>      }
>>>
>>>
>>>> diff --git a/src/gallium/drivers/llvmpipe/lp_scene.c
>>>> b/src/gallium/drivers/llvmpipe/lp_scene.c
>>>> index 771ad08..955942c 100644
>>>> --- a/src/gallium/drivers/llvmpipe/lp_scene.c
>>>> +++ b/src/gallium/drivers/llvmpipe/lp_scene.c
>>>> @@ -151,6 +151,7 @@ lp_scene_begin_rasterization(struct lp_scene *scene)
>>>>   {
>>>>      const struct pipe_framebuffer_state *fb = &scene->fb;
>>>>      int i;
>>>> +   unsigned max_layer = 0xffffff;
>>>
>>> unsigned max_layer = ~0UL;  ?
>> Ok, the value doesn't really matter. I actually first wanted to make it
>> start with implementation layer limit but then noticed it would need to
>> be  the max of 3d and array size so I figured I'll just stick in a large
>> value instead :-).
> 
> Maybe a comment on that at least. As 0xffffff really seems arbitrary.
> 
>>
>>>
>>>
>>>>
>>>>      //LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
>>>>
>>>
>>> -Brian
>>
>> Roland
> 
> Looks good otherwise.
> 
> Jose
> 


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