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https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-23 22:00:13 +01:00
freedreno: support for using generic clear path
Since clears are more or less just normal draws, there isn't that much benefit in having hand-rolled clear path. Add support to use u_blitter instead if gen specific backend doesn't implement ctx->clear(). Signed-off-by: Rob Clark <robdclark@gmail.com>
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parent
142dd7b9c0
commit
a8e6734a83
5 changed files with 92 additions and 10 deletions
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@ -115,6 +115,9 @@ fd_context_destroy(struct pipe_context *pctx)
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if (ctx->blitter)
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util_blitter_destroy(ctx->blitter);
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if (ctx->clear_rs_state)
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pctx->delete_rasterizer_state(pctx, ctx->clear_rs_state);
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if (ctx->primconvert)
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util_primconvert_destroy(ctx->primconvert);
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@ -117,6 +117,7 @@ struct fd_context {
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struct util_queue flush_queue;
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struct blitter_context *blitter;
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void *clear_rs_state;
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struct primconvert_context *primconvert;
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/* slab for pipe_transfer allocations: */
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@ -203,6 +203,72 @@ fd_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
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fd_batch_check_size(batch);
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}
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/* Generic clear implementation (partially) using u_blitter: */
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static void
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fd_blitter_clear(struct pipe_context *pctx, unsigned buffers,
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const union pipe_color_union *color, double depth, unsigned stencil)
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{
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struct fd_context *ctx = fd_context(pctx);
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struct pipe_framebuffer_state *pfb = &ctx->batch->framebuffer;
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struct blitter_context *blitter = ctx->blitter;
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fd_blitter_pipe_begin(ctx, false, true, FD_STAGE_CLEAR);
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util_blitter_common_clear_setup(blitter, pfb->width, pfb->height,
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buffers, NULL, NULL);
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struct pipe_stencil_ref sr = {
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.ref_value = { stencil & 0xff }
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};
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pctx->set_stencil_ref(pctx, &sr);
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struct pipe_constant_buffer cb = {
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.buffer_size = 16,
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.user_buffer = &color->ui,
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};
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pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, &cb);
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if (!ctx->clear_rs_state) {
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const struct pipe_rasterizer_state tmpl = {
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.cull_face = PIPE_FACE_NONE,
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.half_pixel_center = 1,
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.bottom_edge_rule = 1,
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.flatshade = 1,
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.depth_clip = 1,
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};
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ctx->clear_rs_state = pctx->create_rasterizer_state(pctx, &tmpl);
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}
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pctx->bind_rasterizer_state(pctx, ctx->clear_rs_state);
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struct pipe_viewport_state vp = {
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.scale = { 0.5f * pfb->width, -0.5f * pfb->height, depth },
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.translate = { 0.5f * pfb->width, 0.5f * pfb->height, 0.0f },
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};
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pctx->set_viewport_states(pctx, 0, 1, &vp);
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pctx->bind_vertex_elements_state(pctx, ctx->solid_vbuf_state.vtx);
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pctx->set_vertex_buffers(pctx, blitter->vb_slot, 1,
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&ctx->solid_vbuf_state.vertexbuf.vb[0]);
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pctx->set_stream_output_targets(pctx, 0, NULL, NULL);
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pctx->bind_vs_state(pctx, ctx->solid_prog.vp);
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pctx->bind_fs_state(pctx, ctx->solid_prog.fp);
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struct pipe_draw_info info = {
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.mode = PIPE_PRIM_MAX, /* maps to DI_PT_RECTLIST */
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.count = 2,
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.instance_count = 1,
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};
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ctx->draw_vbo(ctx, &info);
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util_blitter_restore_constant_buffer_state(blitter);
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util_blitter_restore_vertex_states(blitter);
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util_blitter_restore_fragment_states(blitter);
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util_blitter_restore_render_cond(blitter);
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util_blitter_unset_running_flag(blitter);
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fd_blitter_pipe_end(ctx);
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}
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/* TODO figure out how to make better use of existing state mechanism
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* for clear (and possibly gmem->mem / mem->gmem) so we can (a) keep
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* track of what state really actually changes, and (b) reduce the code
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@ -274,6 +340,14 @@ fd_clear(struct pipe_context *pctx, unsigned buffers,
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util_format_short_name(pipe_surface_format(pfb->cbufs[0])),
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util_format_short_name(pipe_surface_format(pfb->zsbuf)));
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/* if per-gen backend doesn't implement ctx->clear() generic
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* blitter clear:
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*/
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if (!ctx->clear) {
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fd_blitter_clear(pctx, buffers, color, depth, stencil);
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return;
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}
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fd_hw_query_set_stage(batch, batch->draw, FD_STAGE_CLEAR);
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ctx->clear(ctx, buffers, color, depth, stencil);
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@ -107,16 +107,13 @@ realloc_bo(struct fd_resource *rsc, uint32_t size)
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fd_bc_invalidate_resource(rsc, true);
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}
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static void fd_blitter_pipe_begin(struct fd_context *ctx, bool render_cond, bool discard);
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static void fd_blitter_pipe_end(struct fd_context *ctx);
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static void
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do_blit(struct fd_context *ctx, const struct pipe_blit_info *blit, bool fallback)
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{
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/* TODO size threshold too?? */
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if ((blit->src.resource->target != PIPE_BUFFER) && !fallback) {
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/* do blit on gpu: */
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fd_blitter_pipe_begin(ctx, false, true);
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fd_blitter_pipe_begin(ctx, false, true, FD_STAGE_BLIT);
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util_blitter_blit(ctx->blitter, blit);
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fd_blitter_pipe_end(ctx);
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} else {
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@ -939,7 +936,7 @@ fd_blitter_pipe_copy_region(struct fd_context *ctx,
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return false;
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/* TODO we could discard if dst box covers dst level fully.. */
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fd_blitter_pipe_begin(ctx, false, false);
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fd_blitter_pipe_begin(ctx, false, false, FD_STAGE_BLIT);
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util_blitter_copy_texture(ctx->blitter,
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dst, dst_level, dstx, dsty, dstz,
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src, src_level, src_box);
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@ -1045,14 +1042,17 @@ fd_blit(struct pipe_context *pctx, const struct pipe_blit_info *blit_info)
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return;
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}
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fd_blitter_pipe_begin(ctx, info.render_condition_enable, discard);
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fd_blitter_pipe_begin(ctx, info.render_condition_enable, discard, FD_STAGE_BLIT);
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util_blitter_blit(ctx->blitter, &info);
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fd_blitter_pipe_end(ctx);
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}
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static void
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fd_blitter_pipe_begin(struct fd_context *ctx, bool render_cond, bool discard)
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void
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fd_blitter_pipe_begin(struct fd_context *ctx, bool render_cond, bool discard,
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enum fd_render_stage stage)
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{
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util_blitter_save_fragment_constant_buffer_slot(ctx->blitter,
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ctx->constbuf[PIPE_SHADER_FRAGMENT].cb);
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util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->vtx.vertexbuf.vb);
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util_blitter_save_vertex_elements(ctx->blitter, ctx->vtx.vtx);
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util_blitter_save_vertex_shader(ctx->blitter, ctx->prog.vp);
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@ -1078,12 +1078,12 @@ fd_blitter_pipe_begin(struct fd_context *ctx, bool render_cond, bool discard)
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ctx->cond_query, ctx->cond_cond, ctx->cond_mode);
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if (ctx->batch)
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fd_hw_query_set_stage(ctx->batch, ctx->batch->draw, FD_STAGE_BLIT);
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fd_hw_query_set_stage(ctx->batch, ctx->batch->draw, stage);
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ctx->in_blit = discard;
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}
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static void
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void
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fd_blitter_pipe_end(struct fd_context *ctx)
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{
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if (ctx->batch)
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@ -154,6 +154,10 @@ fd_resource_offset(struct fd_resource *rsc, unsigned level, unsigned layer)
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return offset;
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}
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void fd_blitter_pipe_begin(struct fd_context *ctx, bool render_cond, bool discard,
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enum fd_render_stage stage);
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void fd_blitter_pipe_end(struct fd_context *ctx);
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void fd_resource_screen_init(struct pipe_screen *pscreen);
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void fd_resource_context_init(struct pipe_context *pctx);
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