u_blitter: Add an option to draw the triangles using an index buffer.
For V3D, the HW will interpolate slightly differently along the shared edge of the trifan. The conformance tests manage to catch this in the nearest_consistency_* group. To get interpolation to match, we need the last vertex of the triangle to be shared. I first tried implementing draw_rectangle to do triangles instead, but that was quite a bit (147 lines) of code duplication from u_blitter, and this seems much simpler and less likely to break as u_blitter changes. Fixes dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_* on V3D. Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@@ -1258,8 +1258,20 @@ static void blitter_draw(struct blitter_context_priv *ctx,
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pipe->set_vertex_buffers(pipe, ctx->base.vb_slot, 1, &vb);
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pipe->bind_vertex_elements_state(pipe, vertex_elements_cso);
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pipe->bind_vs_state(pipe, get_vs(&ctx->base));
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util_draw_arrays_instanced(pipe, PIPE_PRIM_TRIANGLE_FAN, 0, 4,
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0, num_instances);
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if (ctx->base.use_index_buffer) {
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/* Note that for V3D,
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* dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_* require
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* that the last vert of the two tris be the same.
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*/
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static uint8_t indices[6] = { 0, 1, 2, 0, 3, 2 };
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util_draw_elements_instanced(pipe, indices, 1, 0,
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PIPE_PRIM_TRIANGLES, 0, 6,
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0, num_instances);
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} else {
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util_draw_arrays_instanced(pipe, PIPE_PRIM_TRIANGLE_FAN, 0, 4,
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0, num_instances);
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}
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pipe_resource_reference(&vb.buffer.resource, NULL);
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}
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@@ -100,6 +100,8 @@ struct blitter_context
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/* Whether the blitter is running. */
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bool running;
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bool use_index_buffer;
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/* Private members, really. */
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struct pipe_context *pipe; /**< pipe context */
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@@ -164,6 +164,7 @@ v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
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v3d->blitter = util_blitter_create(pctx);
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if (!v3d->blitter)
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goto fail;
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v3d->blitter->use_index_buffer = true;
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v3d->primconvert = util_primconvert_create(pctx,
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(1 << PIPE_PRIM_QUADS) - 1);
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