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<div class="moz-cite-prefix">On 11/7/19 20:12, Marek Olšák wrote:<br>
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<blockquote type="cite"
cite="mid:CAAxE2A4oMudu7OwLdqO+or=6pa0ffF2gXFNTRw6AVuPGUgWibg@mail.gmail.com">
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<div>The test passes here. I wouldn't push a commit that doesn't
pass. It looks like v3d can't blit stencil.</div>
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<p><br>
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<p>FWIW, just in case you are curious: I was able to take a look
today to this. This problem only affects the fbo-stencil case with
GL_DEPTH32F_STENCIL8. So for example, the following ones:</p>
<p>./bin/fbo-stencil copypixels GL_DEPTH24_STENCIL8 -auto -fbo</p>
<p>./bin/fbo-depthstencil copypixels GL_DEPTH32F_STENCIL8 -auto -fbo</p>
<p>works fine, so I guess that we need to do something special with
that format on v3d. <br>
</p>
<p><br>
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<blockquote type="cite"
cite="mid:CAAxE2A4oMudu7OwLdqO+or=6pa0ffF2gXFNTRw6AVuPGUgWibg@mail.gmail.com">
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<div><br>
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<div>Marek<br>
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<br>
<div class="gmail_quote">
<div dir="ltr" class="gmail_attr">On Thu, Jul 11, 2019 at 6:29
AM apinheiro <<a href="mailto:apinheiro@igalia.com"
moz-do-not-send="true">apinheiro@igalia.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">Hi,
the following piglit test:<br>
<br>
./bin/fbo-stencil copypixels GL_DEPTH32F_STENCIL8 -auto -fbo<br>
<br>
regressed after this patch landed master with the v3d driver.
So Marek <br>
and anyone reading this email, could you execute that test and
confirms <br>
if only regress with v3d?<br>
<br>
Thanks in advance.<br>
<br>
On 25/6/19 2:12, Marek Olšák wrote:<br>
> From: Marek Olšák <<a
href="mailto:marek.olsak@amd.com" target="_blank"
moz-do-not-send="true">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>
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