gallium/u_blitter: accelerate depth-stencil copying using shader stencil export

This fixes stencil buffer write transfers on r600g.

Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
This commit is contained in:
Marek Olšák 2012-07-07 23:48:37 +02:00
parent 76db2c121c
commit 12fd81f9e7
4 changed files with 147 additions and 12 deletions

View File

@ -78,6 +78,7 @@ struct blitter_context_priv
/* 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];
/* Blend state. */
void *blend_write_color; /**< blend state with writemask of RGBA */
@ -112,6 +113,7 @@ struct blitter_context_priv
boolean has_geometry_shader;
boolean vertex_has_integers;
boolean has_stream_out;
boolean has_stencil_export;
};
static void blitter_draw_rectangle(struct blitter_context *blitter,
@ -163,6 +165,10 @@ struct blitter_context *util_blitter_create(struct pipe_context *pipe)
pipe->screen->get_param(pipe->screen,
PIPE_CAP_MAX_STREAM_OUTPUT_BUFFERS) != 0;
ctx->has_stencil_export =
pipe->screen->get_param(pipe->screen,
PIPE_CAP_SHADER_STENCIL_EXPORT);
/* blend state objects */
memset(&blend, 0, sizeof(blend));
ctx->blend_keep_color = pipe->create_blend_state(pipe, &blend);
@ -314,6 +320,8 @@ void util_blitter_destroy(struct blitter_context *blitter)
pipe->delete_fs_state(pipe, ctx->fs_texfetch_col[i]);
if (ctx->fs_texfetch_depth[i])
pipe->delete_fs_state(pipe, ctx->fs_texfetch_depth[i]);
if (ctx->fs_texfetch_depthstencil[i])
pipe->delete_fs_state(pipe, ctx->fs_texfetch_depthstencil[i]);
}
for (i = 0; i <= PIPE_MAX_COLOR_BUFS; i++) {
@ -718,6 +726,26 @@ void *blitter_get_fs_texfetch_depth(struct blitter_context_priv *ctx,
return ctx->fs_texfetch_depth[tex_target];
}
static INLINE
void *blitter_get_fs_texfetch_depthstencil(struct blitter_context_priv *ctx,
unsigned tex_target)
{
struct pipe_context *pipe = ctx->base.pipe;
assert(tex_target < PIPE_MAX_TEXTURE_TYPES);
/* Create the fragment shader on-demand. */
if (!ctx->fs_texfetch_depthstencil[tex_target]) {
unsigned tgsi_tex = pipe_tex_to_tgsi_tex(tex_target);
ctx->fs_texfetch_depthstencil[tex_target] =
util_make_fragment_tex_shader_writedepthstencil(pipe, tgsi_tex,
TGSI_INTERPOLATE_LINEAR);
}
return ctx->fs_texfetch_depthstencil[tex_target];
}
static void blitter_set_common_draw_rect_state(struct blitter_context_priv *ctx)
{
struct pipe_context *pipe = ctx->base.pipe;
@ -916,6 +944,8 @@ void util_blitter_copy_texture(struct blitter_context *blitter,
struct pipe_sampler_view src_templ, *src_view;
unsigned bind;
boolean is_stencil, is_depth;
const struct util_format_description *src_desc =
util_format_description(src->format);
/* Give up if textures are not set. */
assert(dst && src);
@ -925,8 +955,8 @@ void util_blitter_copy_texture(struct blitter_context *blitter,
assert(src->target < PIPE_MAX_TEXTURE_TYPES);
/* Is this a ZS format? */
is_depth = util_format_get_component_bits(src->format, UTIL_FORMAT_COLORSPACE_ZS, 0) != 0;
is_stencil = util_format_get_component_bits(src->format, UTIL_FORMAT_COLORSPACE_ZS, 1) != 0;
is_depth = util_format_has_depth(src_desc);
is_stencil = util_format_has_stencil(src_desc);
if (is_depth || is_stencil)
bind = PIPE_BIND_DEPTH_STENCIL;
@ -935,7 +965,7 @@ void util_blitter_copy_texture(struct blitter_context *blitter,
/* Check if we can sample from and render to the surfaces. */
/* (assuming copying a stencil buffer is not possible) */
if ((!ignore_stencil && is_stencil) ||
if ((!ignore_stencil && is_stencil && !ctx->has_stencil_export) ||
!screen->is_format_supported(screen, dst->format, dst->target,
dst->nr_samples, bind) ||
!screen->is_format_supported(screen, src->format, src->target,
@ -976,6 +1006,21 @@ void util_blitter_copy_texture_view(struct blitter_context *blitter,
enum pipe_texture_target src_target = src->texture->target;
unsigned width = srcbox->width;
unsigned height = srcbox->height;
boolean is_stencil, is_depth;
const struct util_format_description *src_desc =
util_format_description(src->format);
is_depth = util_format_has_depth(src_desc);
is_stencil = util_format_has_stencil(src_desc);
/* If you want a fallback for stencil copies,
* use util_blitter_copy_texture. */
if (is_stencil && !ctx->has_stencil_export) {
is_stencil = FALSE;
if (!is_depth)
return;
}
/* Sanity checks. */
if (dst->texture == src->texture &&
@ -997,12 +1042,22 @@ void util_blitter_copy_texture_view(struct blitter_context *blitter,
fb_state.width = dst->width;
fb_state.height = dst->height;
if (util_format_is_depth_or_stencil(dst->format)) {
if (is_depth || is_stencil) {
pipe->bind_blend_state(pipe, ctx->blend_keep_color);
pipe->bind_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_keep_stencil);
pipe->bind_fs_state(pipe,
blitter_get_fs_texfetch_depth(ctx, src_target));
if (is_depth && is_stencil) {
pipe->bind_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_stencil);
pipe->bind_fs_state(pipe,
blitter_get_fs_texfetch_depthstencil(ctx, src_target));
} else if (is_depth) {
pipe->bind_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_keep_stencil);
pipe->bind_fs_state(pipe,
blitter_get_fs_texfetch_depth(ctx, src_target));
} else { /* is_stencil */
assert(0);
}
fb_state.nr_cbufs = 0;
fb_state.zsbuf = dst;
@ -1017,9 +1072,29 @@ void util_blitter_copy_texture_view(struct blitter_context *blitter,
fb_state.zsbuf = 0;
}
pipe->bind_fragment_sampler_states(pipe, 1, &ctx->sampler_state);
if (is_depth && is_stencil) {
/* Setup two samplers, one for depth and the other one for stencil. */
struct pipe_sampler_view templ;
struct pipe_sampler_view *views[2];
void *samplers[2] = {ctx->sampler_state, ctx->sampler_state};
templ = *src;
templ.format = util_format_stencil_only(templ.format);
assert(templ.format != PIPE_FORMAT_NONE);
views[0] = src;
views[1] = pipe->create_sampler_view(pipe, src->texture, &templ);
pipe->set_fragment_sampler_views(pipe, 2, views);
pipe->bind_fragment_sampler_states(pipe, 2, samplers);
pipe_sampler_view_reference(&views[1], NULL);
} else {
pipe->set_fragment_sampler_views(pipe, 1, &src);
pipe->bind_fragment_sampler_states(pipe, 1, &ctx->sampler_state);
}
pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
pipe->set_fragment_sampler_views(pipe, 1, &src);
pipe->set_framebuffer_state(pipe, &fb_state);
blitter_set_common_draw_rect_state(ctx);

View File

@ -169,8 +169,8 @@ void util_blitter_clear_depth_custom(struct blitter_context *blitter,
* The same holds for depth-stencil formats with the exception that stencil
* cannot be copied unless you set ignore_stencil to FALSE. In that case,
* a software fallback path is taken and both surfaces must be of the same
* format.
* XXX implement hw-accel stencil copy using shader stencil export.
* format. If the shader stencil export is supported, stencil copy is always
* accelerated.
*
* Use pipe_screen->is_format_supported to know your options.
*

View File

@ -210,6 +210,60 @@ util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
}
/**
* Make a simple fragment texture shader which reads the texture unit 0 and 1
* and writes it as depth and stencil, respectively.
*/
void *
util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
unsigned tex_target,
unsigned interp_mode)
{
struct ureg_program *ureg;
struct ureg_src depth_sampler, stencil_sampler;
struct ureg_src tex;
struct ureg_dst out, depth, stencil;
struct ureg_src imm;
ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
if (ureg == NULL)
return NULL;
depth_sampler = ureg_DECL_sampler( ureg, 0 );
stencil_sampler = ureg_DECL_sampler( ureg, 1 );
tex = ureg_DECL_fs_input( ureg,
TGSI_SEMANTIC_GENERIC, 0,
interp_mode );
out = ureg_DECL_output( ureg,
TGSI_SEMANTIC_COLOR,
0 );
depth = ureg_DECL_output( ureg,
TGSI_SEMANTIC_POSITION,
0 );
stencil = ureg_DECL_output( ureg,
TGSI_SEMANTIC_STENCIL,
0 );
imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
ureg_MOV( ureg, out, imm );
ureg_TEX( ureg,
ureg_writemask(depth, TGSI_WRITEMASK_Z),
tex_target, tex, depth_sampler );
ureg_TEX( ureg,
ureg_writemask(stencil, TGSI_WRITEMASK_Y),
tex_target, tex, stencil_sampler );
ureg_END( ureg );
return ureg_create_shader_and_destroy( ureg, pipe );
}
/**
* Make simple fragment color pass-through shader.
*/

View File

@ -74,6 +74,12 @@ util_make_fragment_tex_shader_writedepth(struct pipe_context *pipe,
unsigned interp_mode);
extern void *
util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
unsigned tex_target,
unsigned interp_mode);
extern void *
util_make_fragment_passthrough_shader(struct pipe_context *pipe);