[Mesa-dev] [PATCH] st/mesa: accelerate glCopyPixels(STENCIL)

Marek Olšák maraeo at gmail.com
Thu Jul 11 18:12:33 UTC 2019


The test passes here. I wouldn't push a commit that doesn't pass. It looks
like v3d can't blit stencil.

Marek

On Thu, Jul 11, 2019 at 6:29 AM apinheiro <apinheiro at igalia.com> wrote:

> Hi, the following piglit test:
>
> ./bin/fbo-stencil copypixels GL_DEPTH32F_STENCIL8 -auto -fbo
>
> regressed after this patch landed master with the v3d driver. So Marek
> and anyone reading this email, could you execute that test and confirms
> if only regress with v3d?
>
> Thanks in advance.
>
> On 25/6/19 2:12, Marek Olšák wrote:
> > From: Marek Olšák <marek.olsak at amd.com>
> >
> > ---
> >   src/mesa/state_tracker/st_cb_drawpixels.c | 58 +++++++++++++++--------
> >   1 file changed, 38 insertions(+), 20 deletions(-)
> >
> > diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c
> b/src/mesa/state_tracker/st_cb_drawpixels.c
> > index 59868d3ff1d..26d3cc33e5c 100644
> > --- a/src/mesa/state_tracker/st_cb_drawpixels.c
> > +++ b/src/mesa/state_tracker/st_cb_drawpixels.c
> > @@ -1508,35 +1508,35 @@ static GLboolean
> >   blit_copy_pixels(struct gl_context *ctx, GLint srcx, GLint srcy,
> >                    GLsizei width, GLsizei height,
> >                    GLint dstx, GLint dsty, GLenum type)
> >   {
> >      struct st_context *st = st_context(ctx);
> >      struct pipe_context *pipe = st->pipe;
> >      struct pipe_screen *screen = pipe->screen;
> >      struct gl_pixelstore_attrib pack, unpack;
> >      GLint readX, readY, readW, readH, drawX, drawY, drawW, drawH;
> >
> > -   if (type == GL_COLOR &&
> > -       ctx->Pixel.ZoomX == 1.0 &&
> > +   if (ctx->Pixel.ZoomX == 1.0 &&
> >          ctx->Pixel.ZoomY == 1.0 &&
> > -       ctx->_ImageTransferState == 0x0 &&
> > -       !ctx->Color.BlendEnabled &&
> > -       !ctx->Color.AlphaEnabled &&
> > -       (!ctx->Color.ColorLogicOpEnabled || ctx->Color.LogicOp ==
> GL_COPY) &&
> > -       !ctx->Depth.Test &&
> > -       !ctx->Fog.Enabled &&
> > -       !ctx->Stencil.Enabled &&
> > -       !ctx->FragmentProgram.Enabled &&
> > -       !ctx->VertexProgram.Enabled &&
> > -       !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] &&
> > -       !_mesa_ati_fragment_shader_enabled(ctx) &&
> > -       ctx->DrawBuffer->_NumColorDrawBuffers == 1 &&
> > +       (type != GL_COLOR ||
> > +        (ctx->_ImageTransferState == 0x0 &&
> > +         !ctx->Color.BlendEnabled &&
> > +         !ctx->Color.AlphaEnabled &&
> > +         (!ctx->Color.ColorLogicOpEnabled || ctx->Color.LogicOp ==
> GL_COPY) &&
> > +         !ctx->Depth.Test &&
> > +         !ctx->Fog.Enabled &&
> > +         !ctx->Stencil.Enabled &&
> > +         !ctx->FragmentProgram.Enabled &&
> > +         !ctx->VertexProgram.Enabled &&
> > +         !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] &&
> > +         !_mesa_ati_fragment_shader_enabled(ctx) &&
> > +         ctx->DrawBuffer->_NumColorDrawBuffers == 1)) &&
> >          !ctx->Query.CondRenderQuery &&
> >          !ctx->Query.CurrentOcclusionObject) {
> >         struct st_renderbuffer *rbRead, *rbDraw;
> >
> >         /*
> >          * Clip the read region against the src buffer bounds.
> >          * We'll still allocate a temporary buffer/texture for the
> original
> >          * src region size but we'll only read the region which is
> on-screen.
> >          * This may mean that we draw garbage pixels into the dest
> region, but
> >          * that's expected.
> > @@ -1555,22 +1555,32 @@ blit_copy_pixels(struct gl_context *ctx, GLint
> srcx, GLint srcy,
> >         unpack = pack;
> >         if (!_mesa_clip_drawpixels(ctx, &drawX, &drawY, &readW, &readH,
> &unpack))
> >            return GL_TRUE; /* all done */
> >
> >         readX = readX - pack.SkipPixels + unpack.SkipPixels;
> >         readY = readY - pack.SkipRows + unpack.SkipRows;
> >
> >         drawW = readW;
> >         drawH = readH;
> >
> > -      rbRead = st_get_color_read_renderbuffer(ctx);
> > -      rbDraw = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]);
> > +      if (type == GL_COLOR) {
> > +         rbRead = st_get_color_read_renderbuffer(ctx);
> > +         rbDraw =
> st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]);
> > +      } else if (type == GL_DEPTH || type == GL_DEPTH_STENCIL) {
> > +         rbRead =
> st_renderbuffer(ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer);
> > +         rbDraw =
> st_renderbuffer(ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer);
> > +      } else if (type == GL_STENCIL) {
> > +         rbRead =
> st_renderbuffer(ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);
> > +         rbDraw =
> st_renderbuffer(ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);
> > +      } else {
> > +         return false;
> > +      }
> >
> >         /* Flip src/dst position depending on the orientation of
> buffers. */
> >         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
> >            readY = rbRead->Base.Height - readY;
> >            readH = -readH;
> >         }
> >
> >         if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
> >            /* We can't flip the destination for pipe->blit, so we only
> adjust
> >             * its position and flip the source.
> > @@ -1597,23 +1607,31 @@ blit_copy_pixels(struct gl_context *ctx, GLint
> srcx, GLint srcy,
> >            blit.src.box.depth = 1;
> >            blit.dst.resource = rbDraw->texture;
> >            blit.dst.level = rbDraw->surface->u.tex.level;
> >            blit.dst.format = rbDraw->texture->format;
> >            blit.dst.box.x = drawX;
> >            blit.dst.box.y = drawY;
> >            blit.dst.box.z = rbDraw->surface->u.tex.first_layer;
> >            blit.dst.box.width = drawW;
> >            blit.dst.box.height = drawH;
> >            blit.dst.box.depth = 1;
> > -         blit.mask = PIPE_MASK_RGBA;
> >            blit.filter = PIPE_TEX_FILTER_NEAREST;
> >
> > +         if (type == GL_COLOR)
> > +            blit.mask |= PIPE_MASK_RGBA;
> > +         if (type == GL_DEPTH)
> > +            blit.mask |= PIPE_MASK_Z;
> > +         if (type == GL_STENCIL)
> > +            blit.mask |= PIPE_MASK_S;
> > +         if (type == GL_DEPTH_STENCIL)
> > +            blit.mask |= PIPE_MASK_ZS;
> > +
> >            if (ctx->DrawBuffer != ctx->WinSysDrawBuffer)
> >               st_window_rectangles_to_blit(ctx, &blit);
> >
> >            if (screen->is_format_supported(screen, blit.src.format,
> >                                            blit.src.resource->target,
> >                                            blit.src.resource->nr_samples,
> >
> blit.src.resource->nr_storage_samples,
> >                                            PIPE_BIND_SAMPLER_VIEW) &&
> >                screen->is_format_supported(screen, blit.dst.format,
> >                                            blit.dst.resource->target,
> > @@ -1650,36 +1668,36 @@ st_CopyPixels(struct gl_context *ctx, GLint
> srcx, GLint srcy,
> >      GLint readX, readY, readW, readH;
> >      struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
> >
> >      _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
> >
> >      st_flush_bitmap_cache(st);
> >      st_invalidate_readpix_cache(st);
> >
> >      st_validate_state(st, ST_PIPELINE_META);
> >
> > +   if (blit_copy_pixels(ctx, srcx, srcy, width, height, dstx, dsty,
> type))
> > +      return;
> > +
> >      if (type == GL_DEPTH_STENCIL) {
> >         /* XXX make this more efficient */
> >         st_CopyPixels(ctx, srcx, srcy, width, height, dstx, dsty,
> GL_STENCIL);
> >         st_CopyPixels(ctx, srcx, srcy, width, height, dstx, dsty,
> GL_DEPTH);
> >         return;
> >      }
> >
> >      if (type == GL_STENCIL) {
> >         /* can't use texturing to do stencil */
> >         copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty);
> >         return;
> >      }
> >
> > -   if (blit_copy_pixels(ctx, srcx, srcy, width, height, dstx, dsty,
> type))
> > -      return;
> > -
> >      /*
> >       * The subsequent code implements glCopyPixels by copying the source
> >       * pixels into a temporary texture that's then applied to a
> textured quad.
> >       * When we draw the textured quad, all the usual per-fragment
> operations
> >       * are handled.
> >       */
> >
> >      st_make_passthrough_vertex_shader(st);
> >
> >      /*
>
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