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>
This commit is contained in:
Eric Anholt
2018-07-11 14:53:57 -07:00
parent c17dac0534
commit e8dc3c0c36
3 changed files with 17 additions and 2 deletions

View File

@@ -1258,8 +1258,20 @@ static void blitter_draw(struct blitter_context_priv *ctx,
pipe->set_vertex_buffers(pipe, ctx->base.vb_slot, 1, &vb);
pipe->bind_vertex_elements_state(pipe, vertex_elements_cso);
pipe->bind_vs_state(pipe, get_vs(&ctx->base));
util_draw_arrays_instanced(pipe, PIPE_PRIM_TRIANGLE_FAN, 0, 4,
0, num_instances);
if (ctx->base.use_index_buffer) {
/* Note that for V3D,
* dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_* require
* that the last vert of the two tris be the same.
*/
static uint8_t indices[6] = { 0, 1, 2, 0, 3, 2 };
util_draw_elements_instanced(pipe, indices, 1, 0,
PIPE_PRIM_TRIANGLES, 0, 6,
0, num_instances);
} else {
util_draw_arrays_instanced(pipe, PIPE_PRIM_TRIANGLE_FAN, 0, 4,
0, num_instances);
}
pipe_resource_reference(&vb.buffer.resource, NULL);
}

View File

@@ -100,6 +100,8 @@ struct blitter_context
/* Whether the blitter is running. */
bool running;
bool use_index_buffer;
/* Private members, really. */
struct pipe_context *pipe; /**< pipe context */

View File

@@ -164,6 +164,7 @@ v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
v3d->blitter = util_blitter_create(pctx);
if (!v3d->blitter)
goto fail;
v3d->blitter->use_index_buffer = true;
v3d->primconvert = util_primconvert_create(pctx,
(1 << PIPE_PRIM_QUADS) - 1);