Paul Berry <[email protected]> writes: > Since apps typically begin rendering with a call to glClear(), it is > likely that when brw_workaround_depthstencil_alignment() moves a > miplevel to a temporary buffer, it can avoid doing a blit, since the > contents of the miplevel are about to be erased. > > This patch adds the necessary plumbing to determine when > brw_workaround_depthstencil_alignment() is being called as a > consequence of glClear(), and avoids the unnecessary blit when it is > safe to do so. > --- > src/mesa/drivers/dri/i965/brw_clear.c | 4 +++- > src/mesa/drivers/dri/i965/brw_context.h | 3 ++- > src/mesa/drivers/dri/i965/brw_draw.c | 2 +- > src/mesa/drivers/dri/i965/brw_misc_state.c | 26 > +++++++++++++++++++----- > src/mesa/drivers/dri/i965/brw_wm_surface_state.c | 2 +- > src/mesa/drivers/dri/intel/intel_fbo.c | 10 +++++++-- > src/mesa/drivers/dri/intel/intel_fbo.h | 3 ++- > 7 files changed, 38 insertions(+), 12 deletions(-) > > diff --git a/src/mesa/drivers/dri/i965/brw_clear.c > b/src/mesa/drivers/dri/i965/brw_clear.c > index cde1a06..e740f65 100644 > --- a/src/mesa/drivers/dri/i965/brw_clear.c > +++ b/src/mesa/drivers/dri/i965/brw_clear.c > @@ -223,6 +223,8 @@ brw_clear(struct gl_context *ctx, GLbitfield mask) > { > struct brw_context *brw = brw_context(ctx); > struct intel_context *intel = &brw->intel; > + struct gl_framebuffer *fb = ctx->DrawBuffer; > + bool partial_clear = ctx->Scissor.Enabled && !noop_scissor(ctx, fb); > > if (!_mesa_check_conditional_render(ctx)) > return; > @@ -232,7 +234,7 @@ brw_clear(struct gl_context *ctx, GLbitfield mask) > } > > intel_prepare_render(intel); > - brw_workaround_depthstencil_alignment(brw); > + brw_workaround_depthstencil_alignment(brw, partial_clear ? 0 : mask);
Once this is moved into brw_fast_clear(), the partial_clear check is
already done for you so the logic doesn't need to get duplicated.
> void
> -brw_workaround_depthstencil_alignment(struct brw_context *brw)
> +brw_workaround_depthstencil_alignment(struct brw_context *brw,
> + GLbitfield clear_mask)
> {
> struct intel_context *intel = &brw->intel;
> struct gl_context *ctx = &intel->ctx;
> @@ -341,10 +343,24 @@ brw_workaround_depthstencil_alignment(struct
> brw_context *brw)
> struct intel_mipmap_tree *stencil_mt = get_stencil_miptree(stencil_irb);
> uint32_t tile_x = 0, tile_y = 0, stencil_tile_x = 0, stencil_tile_y = 0;
> uint32_t stencil_draw_x = 0, stencil_draw_y = 0;
> + bool invalidate_depth = clear_mask & GL_DEPTH_BUFFER_BIT;
> + bool invalidate_stencil = clear_mask & GL_STENCIL_BUFFER_BIT;
>
> if (depth_irb)
> depth_mt = depth_irb->mt;
>
> + if (depth_irb && invalidate_depth
> + && _mesa_is_depthstencil_format(
> + _mesa_get_format_base_format(depth_mt->format))
> + && !depth_mt->stencil_mt) {
The only _mesa_is_depthstencil_format() returned by
_mesa_get_format_base_format() is GL_DEPTH_STENCIL, so calling that
seems kinda overkill.
If depth_mt->stencil_mt, then depth_mt->format's base format will not be
GL_DEPTH_STENCIL. I'm concerned that you're going to lose the
depth_mt->stencil_mt contents of a gl-level packed depth/stencil texture
that's backed by separate stencil.
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