The entire series looks good to me. Reviewed-by: Zack Rusin <za...@vmware.com>
----- Original Message ----- > From: José Fonseca <jfons...@vmware.com> > > This removes a lot of code, but not everything, as util_blit_pixels_tex > is still useful when one needs to override pipe_sampler_view::swizzle_?. > --- > src/gallium/auxiliary/util/u_blit.c | 447 > +++--------------------------------- > 1 file changed, 37 insertions(+), 410 deletions(-) > > diff --git a/src/gallium/auxiliary/util/u_blit.c > b/src/gallium/auxiliary/util/u_blit.c > index e9bec4a..4ba71b9 100644 > --- a/src/gallium/auxiliary/util/u_blit.c > +++ b/src/gallium/auxiliary/util/u_blit.c > @@ -57,29 +57,20 @@ struct blit_state > struct pipe_context *pipe; > struct cso_context *cso; > > - struct pipe_blend_state blend_write_color, blend_keep_color; > + struct pipe_blend_state blend_write_color; > struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil; > - struct pipe_depth_stencil_alpha_state dsa_write_depthstencil; > - struct pipe_depth_stencil_alpha_state dsa_write_depth; > - struct pipe_depth_stencil_alpha_state dsa_write_stencil; > struct pipe_rasterizer_state rasterizer; > struct pipe_sampler_state sampler; > struct pipe_viewport_state viewport; > struct pipe_vertex_element velem[2]; > - enum pipe_texture_target internal_target; > > void *vs; > void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1]; > - void *fs_depthstencil[PIPE_MAX_TEXTURE_TYPES]; > - void *fs_depth[PIPE_MAX_TEXTURE_TYPES]; > - void *fs_stencil[PIPE_MAX_TEXTURE_TYPES]; > > struct pipe_resource *vbuf; /**< quad vertices */ > unsigned vbuf_slot; > > float vertices[4][2][4]; /**< vertex/texcoords for quad */ > - > - boolean has_stencil_export; > }; > > > @@ -103,20 +94,6 @@ util_create_blit(struct pipe_context *pipe, struct > cso_context *cso) > /* disabled blending/masking */ > ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA; > > - /* depth stencil states */ > - ctx->dsa_write_depth.depth.enabled = 1; > - ctx->dsa_write_depth.depth.writemask = 1; > - ctx->dsa_write_depth.depth.func = PIPE_FUNC_ALWAYS; > - ctx->dsa_write_stencil.stencil[0].enabled = 1; > - ctx->dsa_write_stencil.stencil[0].func = PIPE_FUNC_ALWAYS; > - ctx->dsa_write_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; > - ctx->dsa_write_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; > - ctx->dsa_write_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; > - ctx->dsa_write_stencil.stencil[0].valuemask = 0xff; > - ctx->dsa_write_stencil.stencil[0].writemask = 0xff; > - ctx->dsa_write_depthstencil.depth = ctx->dsa_write_depth.depth; > - ctx->dsa_write_depthstencil.stencil[0] = > ctx->dsa_write_stencil.stencil[0]; > - > /* rasterizer */ > ctx->rasterizer.cull_face = PIPE_FACE_NONE; > ctx->rasterizer.half_pixel_center = 1; > @@ -147,14 +124,6 @@ util_create_blit(struct pipe_context *pipe, struct > cso_context *cso) > ctx->vertices[i][1][3] = 1.0f; /* q */ > } > > - if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES)) > - ctx->internal_target = PIPE_TEXTURE_2D; > - else > - ctx->internal_target = PIPE_TEXTURE_RECT; > - > - ctx->has_stencil_export = > - pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT); > - > return ctx; > } > > @@ -178,18 +147,6 @@ util_destroy_blit(struct blit_state *ctx) > } > } > > - for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) { > - if (ctx->fs_depthstencil[i]) { > - pipe->delete_fs_state(pipe, ctx->fs_depthstencil[i]); > - } > - if (ctx->fs_depth[i]) { > - pipe->delete_fs_state(pipe, ctx->fs_depth[i]); > - } > - if (ctx->fs_stencil[i]) { > - pipe->delete_fs_state(pipe, ctx->fs_stencil[i]); > - } > - } > - > pipe_resource_reference(&ctx->vbuf, NULL); > > FREE(ctx); > @@ -217,63 +174,6 @@ set_fragment_shader(struct blit_state *ctx, uint > writemask, > > > /** > - * Helper function to set the shader which writes depth and stencil. > - */ > -static INLINE void > -set_depthstencil_fragment_shader(struct blit_state *ctx, > - enum pipe_texture_target pipe_tex) > -{ > - if (!ctx->fs_depthstencil[pipe_tex]) { > - unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); > - > - ctx->fs_depthstencil[pipe_tex] = > - util_make_fragment_tex_shader_writedepthstencil(ctx->pipe, > tgsi_tex, > - TGSI_INTERPOLATE_LINEAR); > - } > - > - cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depthstencil[pipe_tex]); > -} > - > - > -/** > - * Helper function to set the shader which writes depth. > - */ > -static INLINE void > -set_depth_fragment_shader(struct blit_state *ctx, > - enum pipe_texture_target pipe_tex) > -{ > - if (!ctx->fs_depth[pipe_tex]) { > - unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); > - > - ctx->fs_depth[pipe_tex] = > - util_make_fragment_tex_shader_writedepth(ctx->pipe, tgsi_tex, > - TGSI_INTERPOLATE_LINEAR); > - } > - > - cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depth[pipe_tex]); > -} > - > - > -/** > - * Helper function to set the shader which writes stencil. > - */ > -static INLINE void > -set_stencil_fragment_shader(struct blit_state *ctx, > - enum pipe_texture_target pipe_tex) > -{ > - if (!ctx->fs_stencil[pipe_tex]) { > - unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex, 0); > - > - ctx->fs_stencil[pipe_tex] = > - util_make_fragment_tex_shader_writestencil(ctx->pipe, tgsi_tex, > - > TGSI_INTERPOLATE_LINEAR); > - } > - > - cso_set_fragment_shader_handle(ctx->cso, ctx->fs_stencil[pipe_tex]); > -} > - > - > -/** > * Helper function to set the vertex shader. > */ > static INLINE void > @@ -324,6 +224,9 @@ get_next_slot( struct blit_state *ctx ) > /** > * Setup vertex data for the textured quad we'll draw. > * Note: y=0=top > + * > + * FIXME: We should call util_map_texcoords2d_onto_cubemap > + * for cubemaps. > */ > static unsigned > setup_vertex_data_tex(struct blit_state *ctx, > @@ -451,21 +354,14 @@ util_blit_pixels(struct blit_state *ctx, > uint writemask, uint zs_writemask) > { > struct pipe_context *pipe = ctx->pipe; > - struct pipe_screen *screen = pipe->screen; > enum pipe_format src_format, dst_format; > - struct pipe_sampler_view *sampler_view = NULL; > - struct pipe_sampler_view sv_templ; > - struct pipe_surface *dst_surface; > - struct pipe_framebuffer_state fb; > const int srcW = abs(srcX1 - srcX0); > const int srcH = abs(srcY1 - srcY0); > - unsigned offset; > boolean overlap; > - float s0, t0, s1, t1; > - boolean normalized; > boolean is_stencil, is_depth, blit_depth, blit_stencil; > const struct util_format_description *src_desc = > util_format_description(src_tex->format); > + struct pipe_blit_info info; > > assert(filter == PIPE_TEX_MIPFILTER_NEAREST || > filter == PIPE_TEX_MIPFILTER_LINEAR); > @@ -493,6 +389,12 @@ util_blit_pixels(struct blit_state *ctx, > (!writemask && (blit_depth || blit_stencil))); > > /* > + * XXX: z parameter is deprecated. dst->u.tex.first_layer > + * specificies the destination layer. > + */ > + assert(z == 0.0f); > + > + /* > * Check for simple case: no format conversion, no flipping, no > stretching, > * no overlapping, same number of samples. > * Filter mode should not matter since there's no stretching. > @@ -523,307 +425,32 @@ util_blit_pixels(struct blit_state *ctx, > return; > } > > - /* XXX Reading multisample textures is unimplemented. */ > - assert(src_tex->nr_samples <= 1); > - if (src_tex->nr_samples > 1) { > - return; > - } > - > - /* It's a mistake to call this function with a stencil format and > - * without shader stencil export. We don't do software fallbacks here. > - * Ignore stencil and only copy depth. > - */ > - if (blit_stencil && !ctx->has_stencil_export) { > - blit_stencil = FALSE; > - > - if (!blit_depth) > - return; > - } > - > - if (dst_format == dst->format) { > - dst_surface = dst; > - } else { > - struct pipe_surface templ = *dst; > - templ.format = dst_format; > - dst_surface = pipe->create_surface(pipe, dst->texture, &templ); > - } > - > - /* Create a temporary texture when src and dest alias. > - */ > - if (src_tex == dst_surface->texture && > - dst_surface->u.tex.level == src_level && > - dst_surface->u.tex.first_layer == srcZ0) { > - /* Make a temporary texture which contains a copy of the source > pixels. > - * Then we'll sample from the temporary texture. > - */ > - struct pipe_resource texTemp; > - struct pipe_resource *tex; > - struct pipe_sampler_view sv_templ; > - struct pipe_box src_box; > - const int srcLeft = MIN2(srcX0, srcX1); > - const int srcTop = MIN2(srcY0, srcY1); > - > - if (srcLeft != srcX0) { > - /* left-right flip */ > - int tmp = dstX0; > - dstX0 = dstX1; > - dstX1 = tmp; > - } > - > - if (srcTop != srcY0) { > - /* up-down flip */ > - int tmp = dstY0; > - dstY0 = dstY1; > - dstY1 = tmp; > - } > - > - /* create temp texture */ > - memset(&texTemp, 0, sizeof(texTemp)); > - texTemp.target = ctx->internal_target; > - texTemp.format = src_format; > - texTemp.last_level = 0; > - texTemp.width0 = srcW; > - texTemp.height0 = srcH; > - texTemp.depth0 = 1; > - texTemp.array_size = 1; > - texTemp.bind = PIPE_BIND_SAMPLER_VIEW; > - > - tex = screen->resource_create(screen, &texTemp); > - if (!tex) > - return; > - > - src_box.x = srcLeft; > - src_box.y = srcTop; > - src_box.z = srcZ0; > - src_box.width = srcW; > - src_box.height = srcH; > - src_box.depth = 1; > - /* load temp texture */ > - pipe->resource_copy_region(pipe, > - tex, 0, 0, 0, 0, /* dest */ > - src_tex, src_level, &src_box); > - > - normalized = tex->target != PIPE_TEXTURE_RECT; > - if(normalized) { > - s0 = 0.0f; > - s1 = 1.0f; > - t0 = 0.0f; > - t1 = 1.0f; > - } > - else { > - s0 = 0.0f; > - s1 = (float) srcW; > - t0 = 0.0f; > - t1 = (float) srcH; > - } > - > - u_sampler_view_default_template(&sv_templ, tex, tex->format); > - if (!blit_depth && blit_stencil) { > - /* set a stencil-only format, e.g. Z24S8 --> X24S8 */ > - sv_templ.format = util_format_stencil_only(tex->format); > - assert(sv_templ.format != PIPE_FORMAT_NONE); > - } > - sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ); > - > - if (!sampler_view) { > - pipe_resource_reference(&tex, NULL); > - return; > - } > - pipe_resource_reference(&tex, NULL); > - } > - else { > - /* Directly sample from the source resource/texture */ > - u_sampler_view_default_template(&sv_templ, src_tex, src_format); > - if (!blit_depth && blit_stencil) { > - /* set a stencil-only format, e.g. Z24S8 --> X24S8 */ > - sv_templ.format = util_format_stencil_only(src_format); > - assert(sv_templ.format != PIPE_FORMAT_NONE); > - } > - sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ); > - > - if (!sampler_view) { > - return; > - } > - > - s0 = (float) srcX0; > - s1 = (float) srcX1; > - t0 = (float) srcY0; > - t1 = (float) srcY1; > - normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT; > - if(normalized) > - { > - s0 /= (float)(u_minify(sampler_view->texture->width0, src_level)); > - s1 /= (float)(u_minify(sampler_view->texture->width0, src_level)); > - t0 /= (float)(u_minify(sampler_view->texture->height0, src_level)); > - t1 /= (float)(u_minify(sampler_view->texture->height0, src_level)); > - } > - } > - > - assert(screen->is_format_supported(screen, sampler_view->format, > - ctx->internal_target, > sampler_view->texture->nr_samples, > - PIPE_BIND_SAMPLER_VIEW)); > - assert(screen->is_format_supported(screen, dst_format, > ctx->internal_target, > - dst_surface->texture->nr_samples, > - is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL : > - PIPE_BIND_RENDER_TARGET)); > - > - /* save state (restored below) */ > - cso_save_blend(ctx->cso); > - cso_save_depth_stencil_alpha(ctx->cso); > - cso_save_rasterizer(ctx->cso); > - cso_save_sample_mask(ctx->cso); > - cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); > - cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); > - cso_save_stream_outputs(ctx->cso); > - cso_save_viewport(ctx->cso); > - cso_save_framebuffer(ctx->cso); > - cso_save_fragment_shader(ctx->cso); > - cso_save_vertex_shader(ctx->cso); > - cso_save_geometry_shader(ctx->cso); > - cso_save_vertex_elements(ctx->cso); > - cso_save_aux_vertex_buffer_slot(ctx->cso); > - cso_save_render_condition(ctx->cso); > - > - /* set misc state we care about */ > - if (writemask) > - cso_set_blend(ctx->cso, &ctx->blend_write_color); > - else > - cso_set_blend(ctx->cso, &ctx->blend_keep_color); > - > - cso_set_sample_mask(ctx->cso, ~0); > - cso_set_rasterizer(ctx->cso, &ctx->rasterizer); > - cso_set_vertex_elements(ctx->cso, 2, ctx->velem); > - cso_set_stream_outputs(ctx->cso, 0, NULL, 0); > - cso_set_render_condition(ctx->cso, NULL, FALSE, 0); > - > - /* default sampler state */ > - ctx->sampler.normalized_coords = normalized; > - ctx->sampler.min_img_filter = filter; > - ctx->sampler.mag_img_filter = filter; > - ctx->sampler.min_lod = (float) src_level; > - ctx->sampler.max_lod = (float) src_level; > - > - /* Depth stencil state, fragment shader and sampler setup depending on > what > - * we blit. > - */ > - if (blit_depth && blit_stencil) { > - cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); > - /* don't filter stencil */ > - ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; > - ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; > - cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &ctx->sampler); > - > - cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil); > - set_depthstencil_fragment_shader(ctx, sampler_view->texture->target); > - } > - else if (blit_depth) { > - cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); > - cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth); > - set_depth_fragment_shader(ctx, sampler_view->texture->target); > - } > - else if (blit_stencil) { > - /* don't filter stencil */ > - ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST; > - ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST; > - cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); > - > - cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil); > - set_stencil_fragment_shader(ctx, sampler_view->texture->target); > - } > - else { /* color */ > - cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler); > - cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil); > - set_fragment_shader(ctx, writemask, sampler_view->texture->target); > - } > - cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT); > - > - /* textures */ > - if (blit_depth && blit_stencil) { > - /* Setup two samplers, one for depth and the other one for stencil. */ > - struct pipe_sampler_view templ; > - struct pipe_sampler_view *views[2]; > - > - templ = *sampler_view; > - templ.format = util_format_stencil_only(templ.format); > - assert(templ.format != PIPE_FORMAT_NONE); > - > - views[0] = sampler_view; > - views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ); > - cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 2, views); > - > - pipe_sampler_view_reference(&views[1], NULL); > - } > - else { > - cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, > &sampler_view); > - } > - > - /* viewport */ > - ctx->viewport.scale[0] = 0.5f * dst_surface->width; > - ctx->viewport.scale[1] = 0.5f * dst_surface->height; > - ctx->viewport.scale[2] = 0.5f; > - ctx->viewport.scale[3] = 1.0f; > - ctx->viewport.translate[0] = 0.5f * dst_surface->width; > - ctx->viewport.translate[1] = 0.5f * dst_surface->height; > - ctx->viewport.translate[2] = 0.5f; > - ctx->viewport.translate[3] = 0.0f; > - cso_set_viewport(ctx->cso, &ctx->viewport); > - > - set_vertex_shader(ctx); > - cso_set_geometry_shader_handle(ctx->cso, NULL); > - > - /* drawing dest */ > - memset(&fb, 0, sizeof(fb)); > - fb.width = dst_surface->width; > - fb.height = dst_surface->height; > - if (blit_depth || blit_stencil) { > - fb.zsbuf = dst_surface; > - } else { > - fb.nr_cbufs = 1; > - fb.cbufs[0] = dst_surface; > - } > - cso_set_framebuffer(ctx->cso, &fb); > - > - /* draw quad */ > - offset = setup_vertex_data_tex(ctx, > - sampler_view->texture->target, > - srcZ0 % 6, > - (float) dstX0 / dst_surface->width * 2.0f > - 1.0f, > - (float) dstY0 / dst_surface->height * 2.0f > - 1.0f, > - (float) dstX1 / dst_surface->width * 2.0f > - 1.0f, > - (float) dstY1 / dst_surface->height * 2.0f > - 1.0f, > - s0, t0, > - s1, t1, > - z); > - > - if (ctx->vbuf) { > - util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf, > - cso_get_aux_vertex_buffer_slot(ctx->cso), > - offset, > - PIPE_PRIM_TRIANGLE_FAN, > - 4, /* verts */ > - 2); /* attribs/vert */ > - } > - > - /* restore state we changed */ > - cso_restore_blend(ctx->cso); > - cso_restore_depth_stencil_alpha(ctx->cso); > - cso_restore_rasterizer(ctx->cso); > - cso_restore_sample_mask(ctx->cso); > - cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT); > - cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT); > - cso_restore_viewport(ctx->cso); > - cso_restore_framebuffer(ctx->cso); > - cso_restore_fragment_shader(ctx->cso); > - cso_restore_vertex_shader(ctx->cso); > - cso_restore_geometry_shader(ctx->cso); > - cso_restore_vertex_elements(ctx->cso); > - cso_restore_aux_vertex_buffer_slot(ctx->cso); > - cso_restore_stream_outputs(ctx->cso); > - cso_restore_render_condition(ctx->cso); > - > - pipe_sampler_view_reference(&sampler_view, NULL); > - if (dst_surface != dst) > - pipe_surface_reference(&dst_surface, NULL); > + memset(&info, 0, sizeof info); > + info.dst.resource = dst->texture; > + info.dst.level = dst->u.tex.level; > + info.dst.box.x = dstX0; > + info.dst.box.y = dstY0; > + info.dst.box.z = dst->u.tex.first_layer; > + info.dst.box.width = dstX1 - dstX0; > + info.dst.box.height = dstY1 - dstY0; > + assert(info.dst.box.width >= 0); > + assert(info.dst.box.height >= 0); > + info.dst.box.depth = 1; > + info.dst.format = dst->texture->format; > + info.src.resource = src_tex; > + info.src.level = src_level; > + info.src.box.x = srcX0; > + info.src.box.y = srcY0; > + info.src.box.z = srcZ0; > + info.src.box.width = srcX1 - srcX0; > + info.src.box.height = srcY1 - srcY0; > + info.src.box.depth = 1; > + info.src.format = src_tex->format; > + info.mask = writemask | (zs_writemask << 4); > + info.filter = filter; > + info.scissor_enable = 0; > + > + pipe->blit(pipe, &info); > } > > > -- > 1.8.1.2 > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev