[Mesa-dev] [PATCH 1/9] util/blitter: index texfetch_col shaders by type
Nicolai Hähnle
nhaehnle at gmail.com
Wed Nov 9 15:01:49 UTC 2016
From: Nicolai Hähnle <nicolai.haehnle at amd.com>
---
src/gallium/auxiliary/util/u_blitter.c | 54 ++++++++++++----------------------
1 file changed, 19 insertions(+), 35 deletions(-)
diff --git a/src/gallium/auxiliary/util/u_blitter.c b/src/gallium/auxiliary/util/u_blitter.c
index e008100..eb3a97d 100644
--- a/src/gallium/auxiliary/util/u_blitter.c
+++ b/src/gallium/auxiliary/util/u_blitter.c
@@ -73,34 +73,30 @@ struct blitter_context_priv
void *vs_pos_only[4]; /**< Vertex shader which passes pos to the output.*/
void *vs_layered; /**< Vertex shader which sets LAYER = INSTANCEID. */
/* Fragment shaders. */
void *fs_empty;
void *fs_write_one_cbuf;
void *fs_write_all_cbufs;
/* FS which outputs a color from a texture,
where the index is PIPE_TEXTURE_* to be sampled. */
- void *fs_texfetch_col[PIPE_MAX_TEXTURE_TYPES];
- void *fs_texfetch_col_uint[PIPE_MAX_TEXTURE_TYPES];
- void *fs_texfetch_col_sint[PIPE_MAX_TEXTURE_TYPES];
+ void *fs_texfetch_col[3][PIPE_MAX_TEXTURE_TYPES];
/* FS which outputs a depth from a texture,
where the index is PIPE_TEXTURE_* to be sampled. */
void *fs_texfetch_depth[PIPE_MAX_TEXTURE_TYPES];
void *fs_texfetch_depthstencil[PIPE_MAX_TEXTURE_TYPES];
void *fs_texfetch_stencil[PIPE_MAX_TEXTURE_TYPES];
/* FS which outputs one sample from a multisample texture. */
- void *fs_texfetch_col_msaa[PIPE_MAX_TEXTURE_TYPES];
- void *fs_texfetch_col_msaa_uint[PIPE_MAX_TEXTURE_TYPES];
- void *fs_texfetch_col_msaa_sint[PIPE_MAX_TEXTURE_TYPES];
+ void *fs_texfetch_col_msaa[3][PIPE_MAX_TEXTURE_TYPES];
void *fs_texfetch_depth_msaa[PIPE_MAX_TEXTURE_TYPES];
void *fs_texfetch_depthstencil_msaa[PIPE_MAX_TEXTURE_TYPES];
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][2];
/* Blend state. */
void *blend[PIPE_MASK_RGBA+1][2]; /**< blend state with writemask */
void *blend_clear[GET_CLEAR_BLEND_STATE_IDX(PIPE_CLEAR_COLOR)+1];
@@ -449,39 +445,34 @@ void util_blitter_destroy(struct blitter_context *blitter)
if (ctx->vs_layered)
pipe->delete_vs_state(pipe, ctx->vs_layered);
pipe->delete_vertex_elements_state(pipe, ctx->velem_state);
for (i = 0; i < 4; i++) {
if (ctx->velem_state_readbuf[i]) {
pipe->delete_vertex_elements_state(pipe, ctx->velem_state_readbuf[i]);
}
}
for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) {
- if (ctx->fs_texfetch_col[i])
- ctx->delete_fs_state(pipe, ctx->fs_texfetch_col[i]);
- if (ctx->fs_texfetch_col_sint[i])
- ctx->delete_fs_state(pipe, ctx->fs_texfetch_col_sint[i]);
- if (ctx->fs_texfetch_col_uint[i])
- ctx->delete_fs_state(pipe, ctx->fs_texfetch_col_uint[i]);
+ for (unsigned type = 0; type < 3; ++type) {
+ if (ctx->fs_texfetch_col[type][i])
+ ctx->delete_fs_state(pipe, ctx->fs_texfetch_col[type][i]);
+ if (ctx->fs_texfetch_col_msaa[type][i])
+ ctx->delete_fs_state(pipe, ctx->fs_texfetch_col_msaa[type][i]);
+ }
+
if (ctx->fs_texfetch_depth[i])
ctx->delete_fs_state(pipe, ctx->fs_texfetch_depth[i]);
if (ctx->fs_texfetch_depthstencil[i])
ctx->delete_fs_state(pipe, ctx->fs_texfetch_depthstencil[i]);
if (ctx->fs_texfetch_stencil[i])
ctx->delete_fs_state(pipe, ctx->fs_texfetch_stencil[i]);
- if (ctx->fs_texfetch_col_msaa[i])
- ctx->delete_fs_state(pipe, ctx->fs_texfetch_col_msaa[i]);
- if (ctx->fs_texfetch_col_msaa_sint[i])
- ctx->delete_fs_state(pipe, ctx->fs_texfetch_col_msaa_sint[i]);
- if (ctx->fs_texfetch_col_msaa_uint[i])
- ctx->delete_fs_state(pipe, ctx->fs_texfetch_col_msaa_uint[i]);
if (ctx->fs_texfetch_depth_msaa[i])
ctx->delete_fs_state(pipe, ctx->fs_texfetch_depth_msaa[i]);
if (ctx->fs_texfetch_depthstencil_msaa[i])
ctx->delete_fs_state(pipe, ctx->fs_texfetch_depthstencil_msaa[i]);
if (ctx->fs_texfetch_stencil_msaa[i])
ctx->delete_fs_state(pipe, ctx->fs_texfetch_stencil_msaa[i]);
for (j = 0; j< ARRAY_SIZE(ctx->fs_resolve[i]); j++)
for (f = 0; f < 2; f++)
if (ctx->fs_resolve[i][j][f])
@@ -874,29 +865,34 @@ static void blitter_set_dst_dimensions(struct blitter_context_priv *ctx,
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 filter)
{
struct pipe_context *pipe = ctx->base.pipe;
unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(target, src_nr_samples);
enum tgsi_return_type stype;
+ unsigned type;
assert(target < PIPE_MAX_TEXTURE_TYPES);
- if (util_format_is_pure_uint(format))
+ if (util_format_is_pure_uint(format)) {
stype = TGSI_RETURN_TYPE_UINT;
- else if (util_format_is_pure_sint(format))
+ type = 0;
+ } else if (util_format_is_pure_sint(format)) {
stype = TGSI_RETURN_TYPE_SINT;
- else
+ type = 1;
+ } else {
stype = TGSI_RETURN_TYPE_FLOAT;
+ type = 2;
+ }
if (src_nr_samples > 1) {
void **shader;
/* OpenGL requires that integer textures just copy 1 sample instead
* of averaging.
*/
if (dst_nr_samples <= 1 &&
stype != TGSI_RETURN_TYPE_UINT &&
stype != TGSI_RETURN_TYPE_SINT) {
@@ -918,44 +914,32 @@ static void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
*shader = util_make_fs_msaa_resolve(pipe, tgsi_tex,
src_nr_samples,
stype);
}
}
}
else {
/* The destination has multiple samples, we'll do
* an MSAA->MSAA copy.
*/
- if (stype == TGSI_RETURN_TYPE_UINT)
- shader = &ctx->fs_texfetch_col_msaa_uint[target];
- else if (stype == TGSI_RETURN_TYPE_SINT)
- shader = &ctx->fs_texfetch_col_msaa_sint[target];
- else
- shader = &ctx->fs_texfetch_col_msaa[target];
+ shader = &ctx->fs_texfetch_col_msaa[type][target];
/* Create the fragment shader on-demand. */
if (!*shader) {
assert(!ctx->cached_all_shaders);
*shader = util_make_fs_blit_msaa_color(pipe, tgsi_tex, stype);
}
}
return *shader;
} else {
- void **shader;
-
- if (stype == TGSI_RETURN_TYPE_UINT)
- shader = &ctx->fs_texfetch_col_uint[target];
- else if (stype == TGSI_RETURN_TYPE_SINT)
- shader = &ctx->fs_texfetch_col_sint[target];
- else
- shader = &ctx->fs_texfetch_col[target];
+ void **shader = &ctx->fs_texfetch_col[type][target];
/* Create the fragment shader on-demand. */
if (!*shader) {
assert(!ctx->cached_all_shaders);
*shader = util_make_fragment_tex_shader(pipe, tgsi_tex,
TGSI_INTERPOLATE_LINEAR,
stype);
}
return *shader;
--
2.7.4
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