<div dir="ltr">ping<br></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Jun 24, 2019 at 8:12 PM Marek Olšák <<a href="mailto:maraeo@gmail.com">maraeo@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">From: Marek Olšák <<a href="mailto:marek.olsak@amd.com" target="_blank">marek.olsak@amd.com</a>><br>
<br>
---<br>
src/mesa/state_tracker/st_cb_drawpixels.c | 58 +++++++++++++++--------<br>
1 file changed, 38 insertions(+), 20 deletions(-)<br>
<br>
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c<br>
index 59868d3ff1d..26d3cc33e5c 100644<br>
--- a/src/mesa/state_tracker/st_cb_drawpixels.c<br>
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c<br>
@@ -1508,35 +1508,35 @@ static GLboolean<br>
blit_copy_pixels(struct gl_context *ctx, GLint srcx, GLint srcy,<br>
GLsizei width, GLsizei height,<br>
GLint dstx, GLint dsty, GLenum type)<br>
{<br>
struct st_context *st = st_context(ctx);<br>
struct pipe_context *pipe = st->pipe;<br>
struct pipe_screen *screen = pipe->screen;<br>
struct gl_pixelstore_attrib pack, unpack;<br>
GLint readX, readY, readW, readH, drawX, drawY, drawW, drawH;<br>
<br>
- if (type == GL_COLOR &&<br>
- ctx->Pixel.ZoomX == 1.0 &&<br>
+ if (ctx->Pixel.ZoomX == 1.0 &&<br>
ctx->Pixel.ZoomY == 1.0 &&<br>
- ctx->_ImageTransferState == 0x0 &&<br>
- !ctx->Color.BlendEnabled &&<br>
- !ctx->Color.AlphaEnabled &&<br>
- (!ctx->Color.ColorLogicOpEnabled || ctx->Color.LogicOp == GL_COPY) &&<br>
- !ctx->Depth.Test &&<br>
- !ctx->Fog.Enabled &&<br>
- !ctx->Stencil.Enabled &&<br>
- !ctx->FragmentProgram.Enabled &&<br>
- !ctx->VertexProgram.Enabled &&<br>
- !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] &&<br>
- !_mesa_ati_fragment_shader_enabled(ctx) &&<br>
- ctx->DrawBuffer->_NumColorDrawBuffers == 1 &&<br>
+ (type != GL_COLOR ||<br>
+ (ctx->_ImageTransferState == 0x0 &&<br>
+ !ctx->Color.BlendEnabled &&<br>
+ !ctx->Color.AlphaEnabled &&<br>
+ (!ctx->Color.ColorLogicOpEnabled || ctx->Color.LogicOp == GL_COPY) &&<br>
+ !ctx->Depth.Test &&<br>
+ !ctx->Fog.Enabled &&<br>
+ !ctx->Stencil.Enabled &&<br>
+ !ctx->FragmentProgram.Enabled &&<br>
+ !ctx->VertexProgram.Enabled &&<br>
+ !ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT] &&<br>
+ !_mesa_ati_fragment_shader_enabled(ctx) &&<br>
+ ctx->DrawBuffer->_NumColorDrawBuffers == 1)) &&<br>
!ctx->Query.CondRenderQuery &&<br>
!ctx->Query.CurrentOcclusionObject) {<br>
struct st_renderbuffer *rbRead, *rbDraw;<br>
<br>
/*<br>
* Clip the read region against the src buffer bounds.<br>
* We'll still allocate a temporary buffer/texture for the original<br>
* src region size but we'll only read the region which is on-screen.<br>
* This may mean that we draw garbage pixels into the dest region, but<br>
* that's expected.<br>
@@ -1555,22 +1555,32 @@ blit_copy_pixels(struct gl_context *ctx, GLint srcx, GLint srcy,<br>
unpack = pack;<br>
if (!_mesa_clip_drawpixels(ctx, &drawX, &drawY, &readW, &readH, &unpack))<br>
return GL_TRUE; /* all done */<br>
<br>
readX = readX - pack.SkipPixels + unpack.SkipPixels;<br>
readY = readY - pack.SkipRows + unpack.SkipRows;<br>
<br>
drawW = readW;<br>
drawH = readH;<br>
<br>
- rbRead = st_get_color_read_renderbuffer(ctx);<br>
- rbDraw = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]);<br>
+ if (type == GL_COLOR) {<br>
+ rbRead = st_get_color_read_renderbuffer(ctx);<br>
+ rbDraw = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]);<br>
+ } else if (type == GL_DEPTH || type == GL_DEPTH_STENCIL) {<br>
+ rbRead = st_renderbuffer(ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer);<br>
+ rbDraw = st_renderbuffer(ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer);<br>
+ } else if (type == GL_STENCIL) {<br>
+ rbRead = st_renderbuffer(ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);<br>
+ rbDraw = st_renderbuffer(ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);<br>
+ } else {<br>
+ return false;<br>
+ }<br>
<br>
/* Flip src/dst position depending on the orientation of buffers. */<br>
if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {<br>
readY = rbRead->Base.Height - readY;<br>
readH = -readH;<br>
}<br>
<br>
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {<br>
/* We can't flip the destination for pipe->blit, so we only adjust<br>
* its position and flip the source.<br>
@@ -1597,23 +1607,31 @@ blit_copy_pixels(struct gl_context *ctx, GLint srcx, GLint srcy,<br>
blit.src.box.depth = 1;<br>
blit.dst.resource = rbDraw->texture;<br>
blit.dst.level = rbDraw->surface->u.tex.level;<br>
blit.dst.format = rbDraw->texture->format;<br>
blit.dst.box.x = drawX;<br>
blit.dst.box.y = drawY;<br>
blit.dst.box.z = rbDraw->surface->u.tex.first_layer;<br>
blit.dst.box.width = drawW;<br>
blit.dst.box.height = drawH;<br>
blit.dst.box.depth = 1;<br>
- blit.mask = PIPE_MASK_RGBA;<br>
blit.filter = PIPE_TEX_FILTER_NEAREST;<br>
<br>
+ if (type == GL_COLOR)<br>
+ blit.mask |= PIPE_MASK_RGBA;<br>
+ if (type == GL_DEPTH)<br>
+ blit.mask |= PIPE_MASK_Z;<br>
+ if (type == GL_STENCIL)<br>
+ blit.mask |= PIPE_MASK_S;<br>
+ if (type == GL_DEPTH_STENCIL)<br>
+ blit.mask |= PIPE_MASK_ZS;<br>
+<br>
if (ctx->DrawBuffer != ctx->WinSysDrawBuffer)<br>
st_window_rectangles_to_blit(ctx, &blit);<br>
<br>
if (screen->is_format_supported(screen, blit.src.format,<br>
blit.src.resource->target,<br>
blit.src.resource->nr_samples,<br>
blit.src.resource->nr_storage_samples,<br>
PIPE_BIND_SAMPLER_VIEW) &&<br>
screen->is_format_supported(screen, blit.dst.format,<br>
blit.dst.resource->target,<br>
@@ -1650,36 +1668,36 @@ st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,<br>
GLint readX, readY, readW, readH;<br>
struct gl_pixelstore_attrib pack = ctx->DefaultPacking;<br>
<br>
_mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);<br>
<br>
st_flush_bitmap_cache(st);<br>
st_invalidate_readpix_cache(st);<br>
<br>
st_validate_state(st, ST_PIPELINE_META);<br>
<br>
+ if (blit_copy_pixels(ctx, srcx, srcy, width, height, dstx, dsty, type))<br>
+ return;<br>
+<br>
if (type == GL_DEPTH_STENCIL) {<br>
/* XXX make this more efficient */<br>
st_CopyPixels(ctx, srcx, srcy, width, height, dstx, dsty, GL_STENCIL);<br>
st_CopyPixels(ctx, srcx, srcy, width, height, dstx, dsty, GL_DEPTH);<br>
return;<br>
}<br>
<br>
if (type == GL_STENCIL) {<br>
/* can't use texturing to do stencil */<br>
copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty);<br>
return;<br>
}<br>
<br>
- if (blit_copy_pixels(ctx, srcx, srcy, width, height, dstx, dsty, type))<br>
- return;<br>
-<br>
/*<br>
* The subsequent code implements glCopyPixels by copying the source<br>
* pixels into a temporary texture that's then applied to a textured quad.<br>
* When we draw the textured quad, all the usual per-fragment operations<br>
* are handled.<br>
*/<br>
<br>
st_make_passthrough_vertex_shader(st);<br>
<br>
/*<br>
-- <br>
2.17.1<br>
<br>
</blockquote></div>