This patch looks really good. I have some comments below. Jason Ekstrand <ja...@jlekstrand.net> writes:
> This meta path, designed for use with PBO's, creates a temporary texture > out of the PBO and uses BlitFramebuffers to do the actual texture upload. > --- > src/mesa/Makefile.sources | 1 + > src/mesa/drivers/common/meta.h | 9 ++ > src/mesa/drivers/common/meta_tex_subimage.c | 211 > ++++++++++++++++++++++++++++ > 3 files changed, 221 insertions(+) > create mode 100644 src/mesa/drivers/common/meta_tex_subimage.c > > diff --git a/src/mesa/Makefile.sources b/src/mesa/Makefile.sources > index 44cfafa..3261b28 100644 > --- a/src/mesa/Makefile.sources > +++ b/src/mesa/Makefile.sources > @@ -585,6 +585,7 @@ COMMON_DRIVER_FILES = \ > $(SRCDIR)drivers/common/meta_blit.c \ > $(SRCDIR)drivers/common/meta_copy_image.c \ > $(SRCDIR)drivers/common/meta_generate_mipmap.c \ > + $(SRCDIR)drivers/common/meta_tex_subimage.c \ > $(SRCDIR)drivers/common/meta.c \ > $(SRCDIR)drivers/common/meta.h > > diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h > index 6ecf3c0..90cbd55 100644 > --- a/src/mesa/drivers/common/meta.h > +++ b/src/mesa/drivers/common/meta.h > @@ -519,6 +519,15 @@ extern void > _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, > struct gl_texture_object *texObj); > > +extern bool > +_mesa_meta_TexSubImage(struct gl_context *ctx, GLuint dims, > + struct gl_texture_image *tex_image, > + int xoffset, int yoffset, int zoffset, > + int width, int height, int depth, > + GLenum format, GLenum type, const void *pixels, > + bool allocate_storage, bool create_pbo, > + const struct gl_pixelstore_attrib *packing); > + > extern void > _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims, > struct gl_texture_image *texImage, > diff --git a/src/mesa/drivers/common/meta_tex_subimage.c > b/src/mesa/drivers/common/meta_tex_subimage.c > new file mode 100644 > index 0000000..195f600 > --- /dev/null > +++ b/src/mesa/drivers/common/meta_tex_subimage.c > @@ -0,0 +1,211 @@ > +/* > + * Mesa 3-D graphics library > + * > + * Copyright (C) 2015 Intel Corporation. All Rights Reserved. > + * > + * Permission is hereby granted, free of charge, to any person obtaining a > + * copy of this software and associated documentation files (the "Software"), > + * to deal in the Software without restriction, including without limitation > + * the rights to use, copy, modify, merge, publish, distribute, sublicense, > + * and/or sell copies of the Software, and to permit persons to whom the > + * Software is furnished to do so, subject to the following conditions: > + * > + * The above copyright notice and this permission notice shall be included > + * in all copies or substantial portions of the Software. > + * > + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS > + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF > MERCHANTABILITY, > + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL > + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR > + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, > + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR > + * OTHER DEALINGS IN THE SOFTWARE. > + */ > + > +#include "glheader.h" > +#include "context.h" > +#include "enums.h" > +#include "imports.h" > +#include "macros.h" > +#include "teximage.h" > +#include "texobj.h" > +#include "fbobject.h" > +#include "buffers.h" > +#include "state.h" > + > +#include "bufferobj.h" > +#include "pbo.h" > +#include "meta.h" > +#include "glformats.h" > +#include "shaderapi.h" > +#include "uniforms.h" > +#include "texstate.h" > +#include "varray.h" > + > + > +bool > +_mesa_meta_TexSubImage(struct gl_context *ctx, GLuint dims, > + struct gl_texture_image *tex_image, > + int xoffset, int yoffset, int zoffset, > + int width, int height, int depth, > + GLenum format, GLenum type, const void *pixels, > + bool allocate_storage, bool create_pbo, > + const struct gl_pixelstore_attrib *packing) > +{ > + uint32_t pbo_format; > + GLenum internal_format, status; > + GLuint pbo = 0, pbo_tex = 0, row_stride, size; > + GLuint fbos[2] = { 0, 0 }; > + struct gl_texture_object *pbo_tex_obj; > + struct gl_texture_image *pbo_tex_image; > + struct gl_buffer_object *buffer_obj; > + bool success = false; > + > + /* XXX: This should probably be passed in from somewhere */ > + const char *where = "_mesa_meta_TexSubImage"; > + > + if (!_mesa_is_bufferobj(packing->BufferObj) && !create_pbo) > + return false; > + > + if (format == GL_DEPTH_COMPONENT || > + format == GL_DEPTH_STENCIL || > + format == GL_STENCIL_INDEX || > + format == GL_COLOR_INDEX) > + return false; > + > + if (packing->Alignment > 4 || > + packing->SkipPixels > 0 || > + packing->SkipRows > 0 || > + (packing->RowLength != 0 && packing->RowLength != width) || > + packing->SwapBytes || > + packing->LsbFirst || > + packing->Invert) > + return false; Is there any reason for all these restrictions on the row length, alignment and skip offsets? If ‘pixels’ is already an arbitrary byte offset we can use _mesa_image_offset to just add the skip values to the offset. These restrictions effectively make the texsubimage tests skip this code path because they all use the skip offsets. I've made a little tweak to the test cases here so that it will work: https://github.com/bpeel/piglit/tree/test-texsubimage-no-skip With that branch the test fails when it needs to do a conversion such as when it uploads RGBA/UNSIGNED_BYTE data to an internal format of GL_RGB5. This might be something to do with having different rounding when the hardware converts rather than whatever mesa does to convert when no PBO is used. If that's the case I guess it's not really a problem but it is a bit weird to have different results depending on whether you upload via a PBO or not. I don't like all the places in Mesa that try to restrict the possible row stride values by checking Alignment and RowLength. For example if the image is RGBA with a width of 2 then an alignment of 8 is equivalent to an alignment of 1 and this check would needlessly disallow it. I think it is better to just treat those values as a way to calculate the row stride and then check for the restrictions based on the row stride value instead. In this case I think it would be better to let the driver check for limitations in the implementation of SetTextureStorageForBufferObject instead. I think in this case because the source buffer is not tiled the hardware doesn't even have any limitations, does it? > + > + pbo_format = _mesa_format_from_format_and_type(format, type); > + if (_mesa_format_is_mesa_array_format(pbo_format)) > + pbo_format = _mesa_format_from_array_format(pbo_format); > + > + if (!pbo_format) > + return false; > + > + if (!ctx->TextureFormatSupported[pbo_format]) > + return false; > + > + internal_format = _mesa_get_format_base_format(pbo_format); > + row_stride = _mesa_format_row_stride(pbo_format, width); > + > + if (!_mesa_validate_pbo_access(dims, packing, width, height, depth, > + format, type, INT_MAX, pixels)) { > + _mesa_error(ctx, GL_INVALID_OPERATION, > + "%s(out of bounds PBO access)", where); > + return true; > + } > + > + if (_mesa_check_disallowed_mapping(packing->BufferObj)) { > + /* buffer is mapped - that's an error */ > + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(PBO is mapped)", where); > + return true; > + } > + > + if (allocate_storage) > + ctx->Driver.AllocTextureImageBuffer(ctx, tex_image); > + > + /* Only stash the current FBO */ > + _mesa_meta_begin(ctx, 0); > + > + pbo = 0; > + if (_mesa_is_bufferobj(packing->BufferObj)) { > + buffer_obj = packing->BufferObj; > + } else { > + assert(create_pbo); > + > + _mesa_GenBuffers(1, &pbo); > + > + /* We know the client doesn't have this bound */ > + _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo); > + > + size = _mesa_format_image_size(pbo_format, width, height, depth); > + _mesa_BufferData(GL_PIXEL_UNPACK_BUFFER, size, pixels, GL_STREAM_DRAW); > + > + buffer_obj = ctx->Unpack.BufferObj; > + pixels = NULL; > + > + _mesa_BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); > + } > + > + _mesa_GenTextures(1, &pbo_tex); > + pbo_tex_obj = _mesa_lookup_texture(ctx, pbo_tex); > + pbo_tex_obj->Target = depth > 2 ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D; Should that be depth > 1? > + pbo_tex_obj->Immutable = GL_TRUE; > + _mesa_initialize_texture_object(ctx, pbo_tex_obj, pbo_tex, GL_TEXTURE_2D); > + > + pbo_tex_image = _mesa_get_tex_image(ctx, pbo_tex_obj, > + pbo_tex_obj->Target, 0); > + _mesa_init_teximage_fields(ctx, pbo_tex_image, width, height, depth, > + 0, internal_format, pbo_format); > + > + if (!ctx->Driver.SetTextureStorageForBufferObject(ctx, pbo_tex_obj, > + buffer_obj, > + (intptr_t)pixels, > + row_stride)) { > + goto fail; > + } > + > + _mesa_GenFramebuffers(2, fbos); > + _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]); > + _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]); > + > + if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) { > + assert(depth == 1); > + depth = height; > + height = 1; > + } > + > + _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, > + pbo_tex_image, 0); > + /* If this passes on the first layer it should pass on the others */ > + status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER); > + if (status != GL_FRAMEBUFFER_COMPLETE) > + goto fail; > + > + _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, > + tex_image, zoffset); > + /* If this passes on the first layer it should pass on the others */ > + status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); > + if (status != GL_FRAMEBUFFER_COMPLETE) > + goto fail; > + > + _mesa_update_state(ctx); > + > + if (_mesa_meta_BlitFramebuffer(ctx, 0, 0, width, height, > + xoffset, yoffset, > + xoffset + width, yoffset + height, > + GL_COLOR_BUFFER_BIT, GL_NEAREST)) > + goto fail; Is there a good reason to use _mesa_meta_BlitFramebuffer here and not _mesa_BlitFramebuffer? The driver might have a faster blit implementation than the meta path. intel_blit_framebuffer seems to prefer the blorp blitter and then the BLT blitter over the meta path. I guess the meta blitter might be faster but we should probably fix that in intel_blit_framebuffer instead if that is the case. > + > + for (int z = 1; z < depth; z++) { > + _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, > + pbo_tex_image, z); > + _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, > + tex_image, zoffset + z); > + > + _mesa_update_state(ctx); > + > + _mesa_meta_BlitFramebuffer(ctx, 0, 0, width, height, > + xoffset, yoffset, > + xoffset + width, yoffset + height, > + GL_COLOR_BUFFER_BIT, GL_NEAREST); > + } > + > + success = true; > + > +fail: > + _mesa_DeleteFramebuffers(2, fbos); > + _mesa_DeleteTextures(1, &pbo_tex); > + _mesa_DeleteBuffers(1, &pbo); > + > + _mesa_meta_end(ctx); > + > + return success; > +} > -- > 2.2.0 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev