[Mesa-dev] [PATCH] st/mesa: accelerate glCopyPixels(STENCIL)
Dieter Nützel
Dieter at nuetzel-hh.de
Tue Jun 25 02:11:08 UTC 2019
t-b
Dieter
Am 25.06.2019 02:12, schrieb Marek Olšák:
> 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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