gallium/u_blitter: implement shader-based MSAA resolve with bilinear filtering

For scaled resolve. The filter is only good for magnification.

If somebody has an idea how to implement a good filter for minification,
I'm all ears. I'd have to use derivatives probably.

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Marek Olšák 2013-12-07 17:32:22 +01:00
parent fc21098a95
commit 5a609fbcb5
3 changed files with 149 additions and 31 deletions

View File

@ -95,9 +95,9 @@ struct blitter_context_priv
void *fs_texfetch_stencil_msaa[PIPE_MAX_TEXTURE_TYPES];
/* FS which outputs an average of all samples. */
void *fs_resolve[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS];
void *fs_resolve_sint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS];
void *fs_resolve_uint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS];
void *fs_resolve[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
void *fs_resolve_sint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
void *fs_resolve_uint[PIPE_MAX_TEXTURE_TYPES][NUM_RESOLVE_FRAG_SHADERS][2];
/* Blend state. */
void *blend[PIPE_MASK_RGBA+1]; /**< blend state with writemask */
@ -342,7 +342,7 @@ void util_blitter_destroy(struct blitter_context *blitter)
{
struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
struct pipe_context *pipe = blitter->pipe;
int i, j;
int i, j, f;
for (i = 0; i <= PIPE_MASK_RGBA; i++) {
pipe->delete_blend_state(pipe, ctx->blend[i]);
@ -382,16 +382,19 @@ void util_blitter_destroy(struct blitter_context *blitter)
ctx->delete_fs_state(pipe, ctx->fs_texfetch_stencil[i]);
for (j = 0; j< Elements(ctx->fs_resolve[i]); j++)
if (ctx->fs_resolve[i][j])
ctx->delete_fs_state(pipe, ctx->fs_resolve[i][j]);
for (f = 0; f < 2; f++)
if (ctx->fs_resolve[i][j][f])
ctx->delete_fs_state(pipe, ctx->fs_resolve[i][j][f]);
for (j = 0; j< Elements(ctx->fs_resolve_sint[i]); j++)
if (ctx->fs_resolve_sint[i][j])
ctx->delete_fs_state(pipe, ctx->fs_resolve_sint[i][j]);
for (f = 0; f < 2; f++)
if (ctx->fs_resolve_sint[i][j][f])
ctx->delete_fs_state(pipe, ctx->fs_resolve_sint[i][j][f]);
for (j = 0; j< Elements(ctx->fs_resolve_uint[i]); j++)
if (ctx->fs_resolve_uint[i][j])
ctx->delete_fs_state(pipe, ctx->fs_resolve_uint[i][j]);
for (f = 0; f < 2; f++)
if (ctx->fs_resolve_uint[i][j][f])
ctx->delete_fs_state(pipe, ctx->fs_resolve_uint[i][j][f]);
}
ctx->delete_fs_state(pipe, ctx->fs_empty);
@ -750,7 +753,8 @@ static void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
enum pipe_format format,
enum pipe_texture_target target,
unsigned src_nr_samples,
unsigned dst_nr_samples)
unsigned dst_nr_samples,
unsigned filter)
{
struct pipe_context *pipe = ctx->base.pipe;
unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(target, src_nr_samples);
@ -768,17 +772,26 @@ static void *blitter_get_fs_texfetch_col(struct blitter_context_priv *ctx,
is_uint = util_format_is_pure_uint(format);
is_sint = util_format_is_pure_sint(format);
assert(filter < 2);
if (is_uint)
shader = &ctx->fs_resolve_uint[target][index];
shader = &ctx->fs_resolve_uint[target][index][filter];
else if (is_sint)
shader = &ctx->fs_resolve_sint[target][index];
shader = &ctx->fs_resolve_sint[target][index][filter];
else
shader = &ctx->fs_resolve[target][index];
shader = &ctx->fs_resolve[target][index][filter];
if (!*shader) {
*shader = util_make_fs_msaa_resolve(pipe, tgsi_tex,
src_nr_samples,
is_uint, is_sint);
if (filter == PIPE_TEX_FILTER_LINEAR) {
*shader = util_make_fs_msaa_resolve_bilinear(pipe, tgsi_tex,
src_nr_samples,
is_uint, is_sint);
}
else {
*shader = util_make_fs_msaa_resolve(pipe, tgsi_tex,
src_nr_samples,
is_uint, is_sint);
}
}
}
else {
@ -925,7 +938,7 @@ void util_blitter_cache_all_shaders(struct blitter_context *blitter)
{
struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
struct pipe_screen *screen = blitter->pipe->screen;
unsigned samples, j, target, max_samples;
unsigned samples, j, f, target, max_samples;
boolean has_arraytex, has_cubearraytex;
max_samples = ctx->has_texture_multisample ? 2 : 1;
@ -955,7 +968,7 @@ void util_blitter_cache_all_shaders(struct blitter_context *blitter)
* they read one sample.
*/
blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_FLOAT, target,
samples, samples);
samples, samples, 0);
blitter_get_fs_texfetch_depth(ctx, target, samples);
if (ctx->has_stencil_export) {
blitter_get_fs_texfetch_depthstencil(ctx, target, samples);
@ -973,12 +986,14 @@ void util_blitter_cache_all_shaders(struct blitter_context *blitter)
continue;
}
blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_FLOAT, target,
j, 1);
blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_UINT, target,
j, 1);
blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_SINT, target,
j, 1);
for (f = 0; f < 2; f++) {
blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_FLOAT, target,
j, 1, f);
blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_UINT, target,
j, 1, f);
blitter_get_fs_texfetch_col(ctx, PIPE_FORMAT_R32_SINT, target,
j, 1, f);
}
}
}
}
@ -1362,6 +1377,12 @@ void util_blitter_blit_generic(struct blitter_context *blitter,
return;
}
if (blit_stencil ||
(dstbox->width == abs(srcbox->width) &&
dstbox->height == abs(srcbox->height))) {
filter = PIPE_TEX_FILTER_NEAREST;
}
/* Check whether the states are properly saved. */
blitter_set_running_flag(ctx);
blitter_check_saved_vertex_states(ctx);
@ -1405,15 +1426,11 @@ void util_blitter_blit_generic(struct blitter_context *blitter,
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
ctx->bind_fs_state(pipe,
blitter_get_fs_texfetch_col(ctx, src->format, src_target,
src_samples, dst_samples));
src_samples, dst_samples, filter));
}
/* Set the linear filter only for scaled color non-MSAA blits. */
if (filter == PIPE_TEX_FILTER_LINEAR &&
!blit_depth && !blit_stencil &&
src_samples <= 1 &&
(dstbox->width != abs(srcbox->width) ||
dstbox->height != abs(srcbox->height))) {
if (filter == PIPE_TEX_FILTER_LINEAR) {
if (src_target == PIPE_TEXTURE_RECT) {
sampler_state = ctx->sampler_state_rect_linear;
} else {

View File

@ -612,3 +612,98 @@ util_make_fs_msaa_resolve(struct pipe_context *pipe,
return ureg_create_shader_and_destroy(ureg, pipe);
}
void *
util_make_fs_msaa_resolve_bilinear(struct pipe_context *pipe,
unsigned tgsi_tex, unsigned nr_samples,
boolean is_uint, boolean is_sint)
{
struct ureg_program *ureg;
struct ureg_src sampler, coord;
struct ureg_dst out, tmp, top, bottom;
struct ureg_dst tmp_coord[4], tmp_sum[4];
int i, c;
ureg = ureg_create(TGSI_PROCESSOR_FRAGMENT);
if (!ureg)
return NULL;
/* Declarations. */
sampler = ureg_DECL_sampler(ureg, 0);
coord = ureg_DECL_fs_input(ureg, TGSI_SEMANTIC_GENERIC, 0,
TGSI_INTERPOLATE_LINEAR);
out = ureg_DECL_output(ureg, TGSI_SEMANTIC_COLOR, 0);
for (c = 0; c < 4; c++)
tmp_sum[c] = ureg_DECL_temporary(ureg);
for (c = 0; c < 4; c++)
tmp_coord[c] = ureg_DECL_temporary(ureg);
tmp = ureg_DECL_temporary(ureg);
top = ureg_DECL_temporary(ureg);
bottom = ureg_DECL_temporary(ureg);
/* Instructions. */
for (c = 0; c < 4; c++)
ureg_MOV(ureg, tmp_sum[c], ureg_imm1f(ureg, 0));
/* Get 4 texture coordinates for the bilinear filter. */
ureg_F2U(ureg, tmp_coord[0], coord); /* top-left */
ureg_UADD(ureg, tmp_coord[1], ureg_src(tmp_coord[0]),
ureg_imm4u(ureg, 1, 0, 0, 0)); /* top-right */
ureg_UADD(ureg, tmp_coord[2], ureg_src(tmp_coord[0]),
ureg_imm4u(ureg, 0, 1, 0, 0)); /* bottom-left */
ureg_UADD(ureg, tmp_coord[3], ureg_src(tmp_coord[0]),
ureg_imm4u(ureg, 1, 1, 0, 0)); /* bottom-right */
for (i = 0; i < nr_samples; i++) {
for (c = 0; c < 4; c++) {
/* Read one sample. */
ureg_MOV(ureg, ureg_writemask(tmp_coord[c], TGSI_WRITEMASK_W),
ureg_imm1u(ureg, i));
ureg_TXF(ureg, tmp, tgsi_tex, ureg_src(tmp_coord[c]), sampler);
if (is_uint)
ureg_U2F(ureg, tmp, ureg_src(tmp));
else if (is_sint)
ureg_I2F(ureg, tmp, ureg_src(tmp));
/* Add it to the sum.*/
ureg_ADD(ureg, tmp_sum[c], ureg_src(tmp_sum[c]), ureg_src(tmp));
}
}
/* Calculate the average. */
for (c = 0; c < 4; c++)
ureg_MUL(ureg, tmp_sum[c], ureg_src(tmp_sum[c]),
ureg_imm1f(ureg, 1.0 / nr_samples));
/* Take the 4 average values and apply a standard bilinear filter. */
ureg_FRC(ureg, tmp, coord);
ureg_LRP(ureg, top,
ureg_scalar(ureg_src(tmp), 0),
ureg_src(tmp_sum[1]),
ureg_src(tmp_sum[0]));
ureg_LRP(ureg, bottom,
ureg_scalar(ureg_src(tmp), 0),
ureg_src(tmp_sum[3]),
ureg_src(tmp_sum[2]));
ureg_LRP(ureg, tmp,
ureg_scalar(ureg_src(tmp), 1),
ureg_src(bottom),
ureg_src(top));
/* Convert to the texture format and return. */
if (is_uint)
ureg_F2U(ureg, out, ureg_src(tmp));
else if (is_sint)
ureg_F2I(ureg, out, ureg_src(tmp));
else
ureg_MOV(ureg, out, ureg_src(tmp));
ureg_END(ureg);
return ureg_create_shader_and_destroy(ureg, pipe);
}

View File

@ -130,6 +130,12 @@ util_make_fs_msaa_resolve(struct pipe_context *pipe,
unsigned tgsi_tex, unsigned nr_samples,
boolean is_uint, boolean is_sint);
void *
util_make_fs_msaa_resolve_bilinear(struct pipe_context *pipe,
unsigned tgsi_tex, unsigned nr_samples,
boolean is_uint, boolean is_sint);
#ifdef __cplusplus
}
#endif