radeonsi: use hw MSAA resolve for non-trivial resolves

This improves MSAA resolve performance.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák 2016-06-05 16:42:26 +02:00
parent 07403014c3
commit 6b449783f6

View file

@ -855,8 +855,18 @@ static bool do_hardware_msaa_resolve(struct pipe_context *ctx,
struct r600_texture *dst = (struct r600_texture*)info->dst.resource;
unsigned dst_width = u_minify(info->dst.resource->width0, info->dst.level);
unsigned dst_height = u_minify(info->dst.resource->height0, info->dst.level);
enum pipe_format format = info->dst.format;
enum pipe_format format = info->src.format;
unsigned sample_mask = ~0;
struct pipe_resource *tmp, templ;
struct pipe_blit_info blit;
/* Check basic requirements for hw resolve. */
if (!(info->src.resource->nr_samples > 1 &&
info->dst.resource->nr_samples <= 1 &&
!util_format_is_pure_integer(format) &&
!util_format_is_depth_or_stencil(format) &&
util_max_layer(info->src.resource, 0) == 0))
return false;
/* Hardware MSAA resolve doesn't work if SPI format = NORM16_ABGR and
* the format is R16G16. Use R16A16, which does work.
@ -866,16 +876,12 @@ static bool do_hardware_msaa_resolve(struct pipe_context *ctx,
if (format == PIPE_FORMAT_R16G16_SNORM)
format = PIPE_FORMAT_R16A16_SNORM;
if (info->src.resource->nr_samples > 1 &&
info->dst.resource->nr_samples <= 1 &&
util_max_layer(info->src.resource, 0) == 0 &&
util_max_layer(info->dst.resource, info->dst.level) == 0 &&
util_is_format_compatible(util_format_description(info->src.format),
util_format_description(info->dst.format)) &&
!util_format_is_pure_integer(format) &&
!util_format_is_depth_or_stencil(format) &&
/* Check the remaining requirements for hw resolve. */
if (util_max_layer(info->dst.resource, info->dst.level) == 0 &&
!info->scissor_enable &&
(info->mask & PIPE_MASK_RGBA) == PIPE_MASK_RGBA &&
util_is_format_compatible(util_format_description(info->src.format),
util_format_description(info->dst.format)) &&
dst_width == info->src.resource->width0 &&
dst_height == info->src.resource->height0 &&
info->dst.box.x == 0 &&
@ -903,7 +909,45 @@ static bool do_hardware_msaa_resolve(struct pipe_context *ctx,
si_blitter_end(ctx);
return true;
}
return false;
/* Shader-based resolve is VERY SLOW. Instead, resolve into
* a temporary texture and blit.
*/
memset(&templ, 0, sizeof(templ));
templ.target = PIPE_TEXTURE_2D;
templ.format = info->src.resource->format;
templ.width0 = info->src.resource->width0;
templ.height0 = info->src.resource->height0;
templ.depth0 = 1;
templ.array_size = 1;
templ.usage = PIPE_USAGE_DEFAULT;
templ.flags = R600_RESOURCE_FLAG_FORCE_TILING;
tmp = ctx->screen->resource_create(ctx->screen, &templ);
if (!tmp)
return false;
/* resolve */
si_blitter_begin(ctx, SI_COLOR_RESOLVE |
(info->render_condition_enable ? 0 : SI_DISABLE_RENDER_COND));
util_blitter_custom_resolve_color(sctx->blitter, tmp, 0, 0,
info->src.resource, info->src.box.z,
sample_mask, sctx->custom_blend_resolve,
format);
si_blitter_end(ctx);
/* blit */
blit = *info;
blit.src.resource = tmp;
blit.src.box.z = 0;
si_blitter_begin(ctx, SI_BLIT |
(info->render_condition_enable ? 0 : SI_DISABLE_RENDER_COND));
util_blitter_blit(sctx->blitter, &blit);
si_blitter_end(ctx);
pipe_resource_reference(&tmp, NULL);
return true;
}
static void si_blit(struct pipe_context *ctx,