r600g: use shader-based MSAA resolving when hw-based one cannot be used
This fixes some MSAA integer tests.
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9ebb9a3c8e
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696229523d
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@ -385,33 +385,6 @@ static bool r600_decompress_subresource(struct pipe_context *ctx,
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return true;
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}
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static boolean is_simple_msaa_resolve(const struct pipe_blit_info *info)
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{
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unsigned dst_width = u_minify(info->dst.resource->width0, info->dst.level);
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unsigned dst_height = u_minify(info->dst.resource->height0, info->dst.level);
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struct r600_texture *dst = (struct r600_texture*)info->dst.resource;
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unsigned dst_tile_mode = dst->surface.level[info->dst.level].mode;
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return info->dst.resource->format == info->src.resource->format &&
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info->dst.resource->format == info->dst.format &&
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info->src.resource->format == info->src.format &&
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!info->scissor_enable &&
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info->mask == PIPE_MASK_RGBA &&
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dst_width == info->src.resource->width0 &&
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dst_height == info->src.resource->height0 &&
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info->dst.box.x == 0 &&
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info->dst.box.y == 0 &&
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info->dst.box.width == dst_width &&
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info->dst.box.height == dst_height &&
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info->src.box.x == 0 &&
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info->src.box.y == 0 &&
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info->src.box.width == dst_width &&
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info->src.box.height == dst_height &&
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/* Dst must be tiled. If it's not, we have to use a temporary
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* resource which is tiled. */
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dst_tile_mode >= RADEON_SURF_MODE_1D;
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}
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static void r600_clear_buffer(struct pipe_context *ctx, struct pipe_resource *dst,
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unsigned offset, unsigned size, unsigned value);
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@ -863,67 +836,51 @@ static enum pipe_format int_to_norm_format(enum pipe_format format)
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}
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}
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static void r600_msaa_color_resolve(struct pipe_context *ctx,
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const struct pipe_blit_info *info)
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static bool do_hardware_msaa_resolve(struct pipe_context *ctx,
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const struct pipe_blit_info *info)
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{
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struct r600_context *rctx = (struct r600_context *)ctx;
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struct pipe_screen *screen = ctx->screen;
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struct pipe_resource *tmp, templ;
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struct pipe_blit_info blit;
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struct r600_context *rctx = (struct r600_context*)ctx;
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struct r600_texture *dst = (struct r600_texture*)info->dst.resource;
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unsigned dst_width = u_minify(info->dst.resource->width0, info->dst.level);
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unsigned dst_height = u_minify(info->dst.resource->height0, info->dst.level);
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enum pipe_format format = int_to_norm_format(info->dst.format);
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unsigned sample_mask =
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rctx->b.chip_class == CAYMAN ? ~0 :
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((1ull << MAX2(1, info->src.resource->nr_samples)) - 1);
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assert(info->src.level == 0);
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assert(info->src.box.depth == 1);
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assert(info->dst.box.depth == 1);
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if (is_simple_msaa_resolve(info)) {
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if (info->src.resource->nr_samples > 1 &&
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info->dst.resource->nr_samples <= 1 &&
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util_max_layer(info->src.resource, 0) == 0 &&
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util_max_layer(info->dst.resource, info->dst.level) == 0 &&
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info->dst.format == info->src.format &&
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!util_format_is_pure_integer(format) &&
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!util_format_is_depth_or_stencil(format) &&
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!info->scissor_enable &&
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(info->mask & PIPE_MASK_RGBA) == PIPE_MASK_RGBA &&
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dst_width == info->src.resource->width0 &&
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dst_height == info->src.resource->height0 &&
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info->dst.box.x == 0 &&
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info->dst.box.y == 0 &&
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info->dst.box.width == dst_width &&
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info->dst.box.height == dst_height &&
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info->dst.box.depth == 1 &&
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info->src.box.x == 0 &&
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info->src.box.y == 0 &&
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info->src.box.width == dst_width &&
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info->src.box.height == dst_height &&
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info->src.box.depth == 1 &&
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dst->surface.level[info->dst.level].mode >= RADEON_SURF_MODE_1D) {
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r600_blitter_begin(ctx, R600_COLOR_RESOLVE);
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util_blitter_custom_resolve_color(rctx->blitter,
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info->dst.resource, info->dst.level,
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info->dst.box.z,
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info->src.resource, info->src.box.z,
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sample_mask, rctx->custom_blend_resolve,
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int_to_norm_format(info->dst.format));
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format);
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r600_blitter_end(ctx);
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return;
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return true;
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}
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/* resolve into a temporary texture, then blit */
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templ.target = PIPE_TEXTURE_2D;
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templ.format = info->src.resource->format;
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templ.width0 = info->src.resource->width0;
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templ.height0 = info->src.resource->height0;
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templ.depth0 = 1;
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templ.array_size = 1;
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templ.last_level = 0;
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templ.nr_samples = 0;
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templ.usage = PIPE_USAGE_STATIC;
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templ.bind = PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW;
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templ.flags = R600_RESOURCE_FLAG_FORCE_TILING; /* dst must not have a linear layout */
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tmp = screen->resource_create(screen, &templ);
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/* resolve */
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r600_blitter_begin(ctx, R600_COLOR_RESOLVE);
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util_blitter_custom_resolve_color(rctx->blitter,
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tmp, 0, 0,
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info->src.resource, info->src.box.z,
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sample_mask, rctx->custom_blend_resolve,
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int_to_norm_format(tmp->format));
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r600_blitter_end(ctx);
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/* blit */
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blit = *info;
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blit.src.resource = tmp;
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blit.src.box.z = 0;
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r600_blitter_begin(ctx, R600_BLIT);
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util_blitter_blit(rctx->blitter, &blit);
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r600_blitter_end(ctx);
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pipe_resource_reference(&tmp, NULL);
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return false;
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}
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static void r600_blit(struct pipe_context *ctx,
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@ -931,16 +888,12 @@ static void r600_blit(struct pipe_context *ctx,
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{
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struct r600_context *rctx = (struct r600_context*)ctx;
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assert(util_blitter_is_blit_supported(rctx->blitter, info));
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if (info->src.resource->nr_samples > 1 &&
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info->dst.resource->nr_samples <= 1 &&
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!util_format_is_depth_or_stencil(info->src.resource->format) &&
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!util_format_is_pure_integer(int_to_norm_format(info->src.resource->format))) {
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r600_msaa_color_resolve(ctx, info);
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if (do_hardware_msaa_resolve(ctx, info)) {
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return;
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}
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assert(util_blitter_is_blit_supported(rctx->blitter, info));
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/* The driver doesn't decompress resources automatically while
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* u_blitter is rendering. */
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if (!r600_decompress_subresource(ctx, info->src.resource, info->src.level,
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