v3d: check blit mask inside blit subpaths

Move the blit mask check (RGBA, Depth/Stencil) inside the blit paths
(stencil, TFU, TLB and render blit paths).

v2:
 - Add missing Fixes tag (Iago)

Fixes: 1c76f6e755 ("v3d: implement tile-based blit operation")
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8304>
This commit is contained in:
Juan A. Suarez Romero 2020-12-18 10:53:22 +01:00 committed by Marge Bot
parent fcd5925612
commit 79bf06605d
1 changed files with 41 additions and 38 deletions

View File

@ -57,13 +57,16 @@ v3d_blitter_save(struct v3d_context *v3d)
v3d->streamout.targets);
}
static bool
static void
v3d_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
{
struct v3d_context *v3d = v3d_context(ctx);
struct v3d_resource *src = v3d_resource(info->src.resource);
struct pipe_resource *tiled = NULL;
if (!info->mask)
return;
if (!src->tiled) {
struct pipe_box box = {
.x = 0,
@ -85,7 +88,7 @@ v3d_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
tiled = ctx->screen->resource_create(ctx->screen, &tmpl);
if (!tiled) {
fprintf(stderr, "Failed to create tiled blit temp\n");
return false;
return;
}
ctx->resource_copy_region(ctx,
tiled, 0,
@ -100,28 +103,30 @@ v3d_render_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
fprintf(stderr, "blit unsupported %s -> %s\n",
util_format_short_name(info->src.resource->format),
util_format_short_name(info->dst.resource->format));
return false;
return;
}
v3d_blitter_save(v3d);
util_blitter_blit(v3d->blitter, info);
pipe_resource_reference(&tiled, NULL);
return true;
info->mask = 0;
}
/* Implement stencil blits by reinterpreting the stencil data as an RGBA8888
* or R8 texture.
*/
static void
v3d_stencil_blit(struct pipe_context *ctx, const struct pipe_blit_info *info)
v3d_stencil_blit(struct pipe_context *ctx, struct pipe_blit_info *info)
{
struct v3d_context *v3d = v3d_context(ctx);
struct v3d_resource *src = v3d_resource(info->src.resource);
struct v3d_resource *dst = v3d_resource(info->dst.resource);
enum pipe_format src_format, dst_format;
if ((info->mask & PIPE_MASK_S) == 0)
return;
if (src->separate_stencil) {
src = src->separate_stencil;
src_format = PIPE_FORMAT_R8_UINT;
@ -180,6 +185,8 @@ v3d_stencil_blit(struct pipe_context *ctx, const struct pipe_blit_info *info)
pipe_surface_reference(&dst_surf, NULL);
pipe_sampler_view_reference(&src_view, NULL);
info->mask &= ~PIPE_MASK_S;
}
/* Disable level 0 write, just write following mipmaps */
@ -348,14 +355,14 @@ v3d_generate_mipmap(struct pipe_context *pctx,
true);
}
static bool
v3d_tfu_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
static void
v3d_tfu_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
{
int dst_width = u_minify(info->dst.resource->width0, info->dst.level);
int dst_height = u_minify(info->dst.resource->height0, info->dst.level);
if ((info->mask & PIPE_MASK_RGBA) == 0)
return false;
return;
if (info->scissor_enable ||
info->dst.box.x != 0 ||
@ -366,17 +373,19 @@ v3d_tfu_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
info->src.box.y != 0 ||
info->src.box.width != info->dst.box.width ||
info->src.box.height != info->dst.box.height) {
return false;
return;
}
if (info->dst.format != info->src.format)
return false;
return;
return v3d_tfu(pctx, info->dst.resource, info->src.resource,
info->src.level,
info->dst.level, info->dst.level,
info->src.box.z, info->dst.box.z,
false);
if (v3d_tfu(pctx, info->dst.resource, info->src.resource,
info->src.level,
info->dst.level, info->dst.level,
info->src.box.z, info->dst.box.z,
false)) {
info->mask &= ~PIPE_MASK_RGBA;
}
}
static struct pipe_surface *
@ -401,36 +410,36 @@ is_tile_unaligned(unsigned size, unsigned tile_size)
return size & (tile_size - 1);
}
static bool
v3d_tlb_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
static void
v3d_tlb_blit(struct pipe_context *pctx, struct pipe_blit_info *info)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_screen *screen = v3d->screen;
if (screen->devinfo.ver < 40)
return false;
return;
if ((info->mask & PIPE_MASK_RGBA) == 0)
return false;
return;
if (info->scissor_enable)
return false;
return;
if (info->src.box.x != info->dst.box.x ||
info->src.box.y != info->dst.box.y ||
info->src.box.width != info->dst.box.width ||
info->src.box.height != info->dst.box.height)
return false;
return;
if (util_format_is_depth_or_stencil(info->dst.resource->format))
return false;
return;
if (!v3d_rt_format_supported(&screen->devinfo, info->src.resource->format))
return false;
return;
if (v3d_get_rt_format(&screen->devinfo, info->src.resource->format) !=
v3d_get_rt_format(&screen->devinfo, info->dst.resource->format))
return false;
return;
bool msaa = (info->src.resource->nr_samples > 1 ||
info->dst.resource->nr_samples > 1);
@ -439,7 +448,7 @@ v3d_tlb_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
if (is_msaa_resolve &&
!v3d_format_supports_tlb_msaa_resolve(&screen->devinfo, info->src.resource->format))
return false;
return;
v3d_flush_jobs_writing_resource(v3d, info->src.resource, V3D_FLUSH_DEFAULT, false);
@ -466,7 +475,7 @@ v3d_tlb_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
info->dst.box.y + info->dst.box.height != dst_surface_height)) {
pipe_surface_reference(&dst_surf, NULL);
pipe_surface_reference(&src_surf, NULL);
return false;
return;
}
struct v3d_job *job = v3d_get_job(v3d, 1u, surfaces, NULL, src_surf);
@ -496,7 +505,7 @@ v3d_tlb_blit(struct pipe_context *pctx, const struct pipe_blit_info *info)
pipe_surface_reference(&dst_surf, NULL);
pipe_surface_reference(&src_surf, NULL);
return true;
info->mask &= ~PIPE_MASK_RGBA;
}
/* Optimal hardware path for blitting pixels.
@ -508,19 +517,13 @@ v3d_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
struct v3d_context *v3d = v3d_context(pctx);
struct pipe_blit_info info = *blit_info;
if (info.mask & PIPE_MASK_S) {
v3d_stencil_blit(pctx, blit_info);
info.mask &= ~PIPE_MASK_S;
}
v3d_tfu_blit(pctx, &info);
if (v3d_tfu_blit(pctx, blit_info))
info.mask &= ~PIPE_MASK_RGBA;
v3d_tlb_blit(pctx, &info);
if (v3d_tlb_blit(pctx, blit_info))
info.mask &= ~PIPE_MASK_RGBA;
v3d_stencil_blit(pctx, &info);
if (info.mask)
v3d_render_blit(pctx, &info);
v3d_render_blit(pctx, &info);
/* Flush our blit jobs immediately. They're unlikely to get reused by
* normal drawing or other blits, and without flushing we can easily