gallium/u_blitter: accelerate stencil-only copying
This doesn't seem to be used by anything yet, but better safe than sorry. Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
This commit is contained in:
@@ -79,6 +79,7 @@ struct blitter_context_priv
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where the index is PIPE_TEXTURE_* to be sampled. */
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void *fs_texfetch_depth[PIPE_MAX_TEXTURE_TYPES];
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void *fs_texfetch_depthstencil[PIPE_MAX_TEXTURE_TYPES];
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void *fs_texfetch_stencil[PIPE_MAX_TEXTURE_TYPES];
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/* Blend state. */
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void *blend_write_color; /**< blend state with writemask of RGBA */
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@@ -322,6 +323,8 @@ void util_blitter_destroy(struct blitter_context *blitter)
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pipe->delete_fs_state(pipe, ctx->fs_texfetch_depth[i]);
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if (ctx->fs_texfetch_depthstencil[i])
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pipe->delete_fs_state(pipe, ctx->fs_texfetch_depthstencil[i]);
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if (ctx->fs_texfetch_stencil[i])
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pipe->delete_fs_state(pipe, ctx->fs_texfetch_stencil[i]);
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}
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for (i = 0; i <= PIPE_MAX_COLOR_BUFS; i++) {
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@@ -746,6 +749,26 @@ void *blitter_get_fs_texfetch_depthstencil(struct blitter_context_priv *ctx,
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return ctx->fs_texfetch_depthstencil[tex_target];
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}
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static INLINE
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void *blitter_get_fs_texfetch_stencil(struct blitter_context_priv *ctx,
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unsigned tex_target)
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{
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struct pipe_context *pipe = ctx->base.pipe;
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assert(tex_target < PIPE_MAX_TEXTURE_TYPES);
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/* Create the fragment shader on-demand. */
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if (!ctx->fs_texfetch_stencil[tex_target]) {
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unsigned tgsi_tex = pipe_tex_to_tgsi_tex(tex_target);
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ctx->fs_texfetch_stencil[tex_target] =
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util_make_fragment_tex_shader_writestencil(pipe, tgsi_tex,
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TGSI_INTERPOLATE_LINEAR);
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}
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return ctx->fs_texfetch_stencil[tex_target];
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}
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static void blitter_set_common_draw_rect_state(struct blitter_context_priv *ctx)
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{
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struct pipe_context *pipe = ctx->base.pipe;
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@@ -1056,7 +1079,10 @@ void util_blitter_copy_texture_view(struct blitter_context *blitter,
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pipe->bind_fs_state(pipe,
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blitter_get_fs_texfetch_depth(ctx, src_target));
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} else { /* is_stencil */
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assert(0);
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pipe->bind_depth_stencil_alpha_state(pipe,
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ctx->dsa_keep_depth_write_stencil);
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pipe->bind_fs_state(pipe,
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blitter_get_fs_texfetch_stencil(ctx, src_target));
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}
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fb_state.nr_cbufs = 0;
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@@ -264,6 +264,52 @@ util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
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}
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/**
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* Make a simple fragment texture shader which reads a texture and writes it
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* as stencil.
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*/
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void *
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util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
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unsigned tex_target,
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unsigned interp_mode)
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{
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struct ureg_program *ureg;
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struct ureg_src stencil_sampler;
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struct ureg_src tex;
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struct ureg_dst out, stencil;
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struct ureg_src imm;
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ureg = ureg_create( TGSI_PROCESSOR_FRAGMENT );
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if (ureg == NULL)
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return NULL;
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stencil_sampler = ureg_DECL_sampler( ureg, 0 );
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tex = ureg_DECL_fs_input( ureg,
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TGSI_SEMANTIC_GENERIC, 0,
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interp_mode );
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out = ureg_DECL_output( ureg,
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TGSI_SEMANTIC_COLOR,
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0 );
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stencil = ureg_DECL_output( ureg,
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TGSI_SEMANTIC_STENCIL,
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0 );
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imm = ureg_imm4f( ureg, 0, 0, 0, 1 );
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ureg_MOV( ureg, out, imm );
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ureg_TEX( ureg,
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ureg_writemask(stencil, TGSI_WRITEMASK_Y),
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tex_target, tex, stencil_sampler );
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ureg_END( ureg );
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return ureg_create_shader_and_destroy( ureg, pipe );
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}
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/**
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* Make simple fragment color pass-through shader.
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*/
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@@ -80,6 +80,12 @@ util_make_fragment_tex_shader_writedepthstencil(struct pipe_context *pipe,
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unsigned interp_mode);
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extern void *
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util_make_fragment_tex_shader_writestencil(struct pipe_context *pipe,
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unsigned tex_target,
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unsigned interp_mode);
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extern void *
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util_make_fragment_passthrough_shader(struct pipe_context *pipe);
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