st/mesa: implement accelerated stencil blitting using shader stencil export
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
This commit is contained in:
@@ -179,7 +179,7 @@ pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
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util_blit_pixels(p->blitctx, in, 0, 0, 0,
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w, h, 0, p->framebuffer.cbufs[0],
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0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST,
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TGSI_WRITEMASK_XYZW);
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TGSI_WRITEMASK_XYZW, 0);
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u_sampler_view_default_template(&v_tmp, in, in->format);
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arr[0] = p->pipe->create_sampler_view(p->pipe, in, &v_tmp);
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@@ -60,7 +60,7 @@ pp_run(struct pp_queue_t *ppq, struct pipe_resource *in,
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util_blit_pixels(ppq->p->blitctx, in, 0, 0, 0,
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w, h, 0, ppq->tmps[0],
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0, 0, w, h, 0, PIPE_TEX_MIPFILTER_NEAREST,
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TGSI_WRITEMASK_XYZW);
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TGSI_WRITEMASK_XYZW, 0);
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in = ppq->tmp[0];
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}
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@@ -57,8 +57,10 @@ struct blit_state
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struct cso_context *cso;
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struct pipe_blend_state blend_write_color, blend_keep_color;
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struct pipe_depth_stencil_alpha_state depthstencil_keep;
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struct pipe_depth_stencil_alpha_state depthstencil_write;
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struct pipe_depth_stencil_alpha_state dsa_keep_depthstencil;
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struct pipe_depth_stencil_alpha_state dsa_write_depthstencil;
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struct pipe_depth_stencil_alpha_state dsa_write_depth;
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struct pipe_depth_stencil_alpha_state dsa_write_stencil;
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struct pipe_rasterizer_state rasterizer;
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struct pipe_sampler_state sampler;
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struct pipe_viewport_state viewport;
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@@ -67,12 +69,16 @@ struct blit_state
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void *vs;
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void *fs[PIPE_MAX_TEXTURE_TYPES][TGSI_WRITEMASK_XYZW + 1];
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void *fs_depthstencil[PIPE_MAX_TEXTURE_TYPES];
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void *fs_depth[PIPE_MAX_TEXTURE_TYPES];
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void *fs_stencil[PIPE_MAX_TEXTURE_TYPES];
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struct pipe_resource *vbuf; /**< quad vertices */
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unsigned vbuf_slot;
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float vertices[4][2][4]; /**< vertex/texcoords for quad */
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boolean has_stencil_export;
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};
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@@ -96,10 +102,19 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
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/* disabled blending/masking */
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ctx->blend_write_color.rt[0].colormask = PIPE_MASK_RGBA;
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/* no-op depth/stencil/alpha */
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ctx->depthstencil_write.depth.enabled = 1;
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ctx->depthstencil_write.depth.writemask = 1;
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ctx->depthstencil_write.depth.func = PIPE_FUNC_ALWAYS;
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/* depth stencil states */
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ctx->dsa_write_depth.depth.enabled = 1;
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ctx->dsa_write_depth.depth.writemask = 1;
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ctx->dsa_write_depth.depth.func = PIPE_FUNC_ALWAYS;
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ctx->dsa_write_stencil.stencil[0].enabled = 1;
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ctx->dsa_write_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
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ctx->dsa_write_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
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ctx->dsa_write_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
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ctx->dsa_write_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
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ctx->dsa_write_stencil.stencil[0].valuemask = 0xff;
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ctx->dsa_write_stencil.stencil[0].writemask = 0xff;
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ctx->dsa_write_depthstencil.depth = ctx->dsa_write_depth.depth;
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ctx->dsa_write_depthstencil.stencil[0] = ctx->dsa_write_stencil.stencil[0];
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/* rasterizer */
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ctx->rasterizer.cull_face = PIPE_FACE_NONE;
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@@ -136,6 +151,9 @@ util_create_blit(struct pipe_context *pipe, struct cso_context *cso)
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else
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ctx->internal_target = PIPE_TEXTURE_RECT;
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ctx->has_stencil_export =
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pipe->screen->get_param(pipe->screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
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return ctx;
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}
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@@ -159,10 +177,16 @@ util_destroy_blit(struct blit_state *ctx)
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}
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}
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for (i = 0; i < Elements(ctx->fs_depth); i++) {
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for (i = 0; i < PIPE_MAX_TEXTURE_TYPES; i++) {
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if (ctx->fs_depthstencil[i]) {
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pipe->delete_fs_state(pipe, ctx->fs_depthstencil[i]);
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}
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if (ctx->fs_depth[i]) {
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pipe->delete_fs_state(pipe, ctx->fs_depth[i]);
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}
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if (ctx->fs_stencil[i]) {
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pipe->delete_fs_state(pipe, ctx->fs_stencil[i]);
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}
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}
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pipe_resource_reference(&ctx->vbuf, NULL);
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@@ -192,7 +216,26 @@ set_fragment_shader(struct blit_state *ctx, uint writemask,
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/**
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* Helper function to set the depthwrite shader.
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* Helper function to set the shader which writes depth and stencil.
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*/
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static INLINE void
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set_depthstencil_fragment_shader(struct blit_state *ctx,
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enum pipe_texture_target pipe_tex)
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{
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if (!ctx->fs_depthstencil[pipe_tex]) {
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unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);
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ctx->fs_depthstencil[pipe_tex] =
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util_make_fragment_tex_shader_writedepthstencil(ctx->pipe, tgsi_tex,
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TGSI_INTERPOLATE_LINEAR);
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}
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cso_set_fragment_shader_handle(ctx->cso, ctx->fs_depthstencil[pipe_tex]);
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}
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/**
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* Helper function to set the shader which writes depth.
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*/
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static INLINE void
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set_depth_fragment_shader(struct blit_state *ctx,
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@@ -210,6 +253,25 @@ set_depth_fragment_shader(struct blit_state *ctx,
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}
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/**
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* Helper function to set the shader which writes stencil.
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*/
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static INLINE void
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set_stencil_fragment_shader(struct blit_state *ctx,
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enum pipe_texture_target pipe_tex)
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{
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if (!ctx->fs_stencil[pipe_tex]) {
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unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex);
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ctx->fs_stencil[pipe_tex] =
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util_make_fragment_tex_shader_writestencil(ctx->pipe, tgsi_tex,
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TGSI_INTERPOLATE_LINEAR);
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}
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cso_set_fragment_shader_handle(ctx->cso, ctx->fs_stencil[pipe_tex]);
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}
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/**
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* Helper function to set the vertex shader.
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*/
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@@ -358,7 +420,6 @@ formats_compatible(enum pipe_format src_format,
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* \param writemask controls which channels in the dest surface are sourced
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* from the src surface. Disabled channels are sourced
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* from (0,0,0,1).
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* XXX need some control over blitting stencil.
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*/
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void
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util_blit_pixels(struct blit_state *ctx,
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@@ -371,7 +432,7 @@ util_blit_pixels(struct blit_state *ctx,
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int dstX0, int dstY0,
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int dstX1, int dstY1,
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float z, uint filter,
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uint writemask)
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uint writemask, uint zs_writemask)
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{
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struct pipe_context *pipe = ctx->pipe;
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struct pipe_screen *screen = pipe->screen;
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@@ -383,9 +444,12 @@ util_blit_pixels(struct blit_state *ctx,
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const int srcW = abs(srcX1 - srcX0);
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const int srcH = abs(srcY1 - srcY0);
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unsigned offset;
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boolean overlap, dst_is_depth;
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boolean overlap;
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float s0, t0, s1, t1;
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boolean normalized;
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boolean is_stencil, is_depth, blit_depth, blit_stencil;
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const struct util_format_description *src_desc =
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util_format_description(src_tex->format);
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assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
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filter == PIPE_TEX_MIPFILTER_LINEAR);
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@@ -402,12 +466,24 @@ util_blit_pixels(struct blit_state *ctx,
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src_format = util_format_linear(src_tex->format);
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dst_format = util_format_linear(dst->format);
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/* See whether we will blit depth or stencil. */
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is_depth = util_format_has_depth(src_desc);
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is_stencil = util_format_has_stencil(src_desc);
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blit_depth = is_depth && (zs_writemask & BLIT_WRITEMASK_Z);
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blit_stencil = is_stencil && (zs_writemask & BLIT_WRITEMASK_STENCIL);
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assert((writemask && !zs_writemask && !is_depth && !is_stencil) ||
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(!writemask && (blit_depth || blit_stencil)));
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/*
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* Check for simple case: no format conversion, no flipping, no stretching,
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* no overlapping.
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* Filter mode should not matter since there's no stretching.
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*/
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if (formats_compatible(src_format, dst_format) &&
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is_stencil == blit_stencil &&
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is_depth == blit_depth &&
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srcX0 < srcX1 &&
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dstX0 < dstX1 &&
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srcY0 < srcY1 &&
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@@ -430,6 +506,17 @@ util_blit_pixels(struct blit_state *ctx,
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return;
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}
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/* It's a mistake to call this function with a stencil format and
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* without shader stencil export. We don't do software fallbacks here.
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* Ignore stencil and only copy depth.
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*/
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if (blit_stencil && !ctx->has_stencil_export) {
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blit_stencil = FALSE;
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if (!blit_depth)
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return;
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}
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if (dst_format == dst->format) {
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dst_surface = dst;
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} else {
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@@ -508,6 +595,11 @@ util_blit_pixels(struct blit_state *ctx,
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}
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u_sampler_view_default_template(&sv_templ, tex, tex->format);
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if (!blit_depth && blit_stencil) {
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/* set a stencil-only format, e.g. Z24S8 --> X24S8 */
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sv_templ.format = util_format_stencil_only(tex->format);
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assert(sv_templ.format != PIPE_FORMAT_NONE);
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}
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sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);
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if (!sampler_view) {
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@@ -519,6 +611,11 @@ util_blit_pixels(struct blit_state *ctx,
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else {
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/* Directly sample from the source resource/texture */
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u_sampler_view_default_template(&sv_templ, src_tex, src_format);
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if (!blit_depth && blit_stencil) {
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/* set a stencil-only format, e.g. Z24S8 --> X24S8 */
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sv_templ.format = util_format_stencil_only(src_format);
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assert(sv_templ.format != PIPE_FORMAT_NONE);
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}
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sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);
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if (!sampler_view) {
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@@ -539,15 +636,14 @@ util_blit_pixels(struct blit_state *ctx,
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}
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}
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dst_is_depth = util_format_is_depth_or_stencil(dst_format);
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assert(screen->is_format_supported(screen, sampler_view->format, ctx->internal_target,
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sampler_view->texture->nr_samples,
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PIPE_BIND_SAMPLER_VIEW));
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assert(screen->is_format_supported(screen, sampler_view->format,
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ctx->internal_target, sampler_view->texture->nr_samples,
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PIPE_BIND_SAMPLER_VIEW));
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assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
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dst_surface->texture->nr_samples,
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dst_is_depth ? PIPE_BIND_DEPTH_STENCIL :
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PIPE_BIND_RENDER_TARGET));
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dst_surface->texture->nr_samples,
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is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL :
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PIPE_BIND_RENDER_TARGET));
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/* save state (restored below) */
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cso_save_blend(ctx->cso);
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cso_save_depth_stencil_alpha(ctx->cso);
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@@ -569,22 +665,71 @@ util_blit_pixels(struct blit_state *ctx,
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else
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cso_set_blend(ctx->cso, &ctx->blend_keep_color);
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cso_set_depth_stencil_alpha(ctx->cso,
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dst_is_depth ? &ctx->depthstencil_write :
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&ctx->depthstencil_keep);
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cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
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cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
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cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
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/* sampler */
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/* default sampler state */
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ctx->sampler.normalized_coords = normalized;
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ctx->sampler.min_img_filter = filter;
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ctx->sampler.mag_img_filter = filter;
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ctx->sampler.min_lod = src_level;
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ctx->sampler.max_lod = src_level;
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cso_single_sampler(ctx->cso, 0, &ctx->sampler);
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/* Depth stencil state, fragment shader and sampler setup depending on what
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* we blit.
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*/
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if (blit_depth && blit_stencil) {
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cso_single_sampler(ctx->cso, 0, &ctx->sampler);
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/* don't filter stencil */
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ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
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ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
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cso_single_sampler(ctx->cso, 1, &ctx->sampler);
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cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil);
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set_depthstencil_fragment_shader(ctx, sampler_view->texture->target);
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}
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else if (blit_depth) {
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cso_single_sampler(ctx->cso, 0, &ctx->sampler);
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cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth);
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set_depth_fragment_shader(ctx, sampler_view->texture->target);
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}
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else if (blit_stencil) {
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/* don't filter stencil */
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ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
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ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
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cso_single_sampler(ctx->cso, 0, &ctx->sampler);
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cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil);
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set_stencil_fragment_shader(ctx, sampler_view->texture->target);
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}
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else { /* color */
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cso_single_sampler(ctx->cso, 0, &ctx->sampler);
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cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
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set_fragment_shader(ctx, writemask, sampler_view->texture->target);
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}
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cso_single_sampler_done(ctx->cso);
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/* textures */
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if (blit_depth && blit_stencil) {
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/* Setup two samplers, one for depth and the other one for stencil. */
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struct pipe_sampler_view templ;
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struct pipe_sampler_view *views[2];
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templ = *sampler_view;
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templ.format = util_format_stencil_only(templ.format);
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assert(templ.format != PIPE_FORMAT_NONE);
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views[0] = sampler_view;
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views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ);
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cso_set_fragment_sampler_views(ctx->cso, 2, views);
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pipe_sampler_view_reference(&views[1], NULL);
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}
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else {
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cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
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}
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/* viewport */
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ctx->viewport.scale[0] = 0.5f * dst_surface->width;
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ctx->viewport.scale[1] = 0.5f * dst_surface->height;
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@@ -596,15 +741,6 @@ util_blit_pixels(struct blit_state *ctx,
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ctx->viewport.translate[3] = 0.0f;
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cso_set_viewport(ctx->cso, &ctx->viewport);
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/* texture */
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cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
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/* shaders */
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if (dst_is_depth) {
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set_depth_fragment_shader(ctx, sampler_view->texture->target);
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} else {
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set_fragment_shader(ctx, writemask, sampler_view->texture->target);
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}
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set_vertex_shader(ctx);
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cso_set_geometry_shader_handle(ctx->cso, NULL);
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@@ -612,7 +748,7 @@ util_blit_pixels(struct blit_state *ctx,
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memset(&fb, 0, sizeof(fb));
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fb.width = dst_surface->width;
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fb.height = dst_surface->height;
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if (dst_is_depth) {
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if (blit_depth || blit_stencil) {
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fb.zsbuf = dst_surface;
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} else {
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fb.nr_cbufs = 1;
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@@ -726,7 +862,7 @@ util_blit_pixels_tex(struct blit_state *ctx,
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/* set misc state we care about */
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cso_set_blend(ctx->cso, &ctx->blend_write_color);
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cso_set_depth_stencil_alpha(ctx->cso, &ctx->depthstencil_keep);
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cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
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cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
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cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
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cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
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@@ -46,6 +46,8 @@ struct pipe_resource;
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struct pipe_sampler_view;
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struct pipe_surface;
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#define BLIT_WRITEMASK_Z 1
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#define BLIT_WRITEMASK_STENCIL 2
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extern struct blit_state *
|
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util_create_blit(struct pipe_context *pipe, struct cso_context *cso);
|
||||
@@ -64,7 +66,7 @@ util_blit_pixels(struct blit_state *ctx,
|
||||
int dstX0, int dstY0,
|
||||
int dstX1, int dstY1,
|
||||
float z, uint filter,
|
||||
uint writemask);
|
||||
uint writemask, uint zs_writemask);
|
||||
|
||||
extern void
|
||||
util_blit_pixels_tex(struct blit_state *ctx,
|
||||
|
||||
@@ -242,7 +242,7 @@ st_BlitFramebuffer(struct gl_context *ctx,
|
||||
srcX0, srcY0, srcX1, srcY1,
|
||||
srcAtt->Zoffset + srcAtt->CubeMapFace,
|
||||
dstSurf, dstX0, dstY0, dstX1, dstY1,
|
||||
0.0, pFilter, TGSI_WRITEMASK_XYZW);
|
||||
0.0, pFilter, TGSI_WRITEMASK_XYZW, 0);
|
||||
}
|
||||
else {
|
||||
struct st_renderbuffer *srcRb =
|
||||
@@ -257,7 +257,7 @@ st_BlitFramebuffer(struct gl_context *ctx,
|
||||
srcX0, srcY0, srcX1, srcY1,
|
||||
srcSurf->u.tex.first_layer,
|
||||
dstSurf, dstX0, dstY0, dstX1, dstY1,
|
||||
0.0, pFilter, TGSI_WRITEMASK_XYZW);
|
||||
0.0, pFilter, TGSI_WRITEMASK_XYZW, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -281,6 +281,13 @@ st_BlitFramebuffer(struct gl_context *ctx,
|
||||
struct pipe_surface *dstDepthSurf =
|
||||
dstDepthRb ? dstDepthRb->surface : NULL;
|
||||
|
||||
struct st_renderbuffer *srcStencilRb =
|
||||
st_renderbuffer(readFB->Attachment[BUFFER_STENCIL].Renderbuffer);
|
||||
struct st_renderbuffer *dstStencilRb =
|
||||
st_renderbuffer(drawFB->Attachment[BUFFER_STENCIL].Renderbuffer);
|
||||
struct pipe_surface *dstStencilSurf =
|
||||
dstStencilRb ? dstStencilRb->surface : NULL;
|
||||
|
||||
if ((mask & depthStencil) == depthStencil &&
|
||||
st_is_depth_stencil_combined(srcDepth, srcStencil) &&
|
||||
st_is_depth_stencil_combined(dstDepth, dstStencil)) {
|
||||
@@ -294,7 +301,15 @@ st_BlitFramebuffer(struct gl_context *ctx,
|
||||
srcX0, srcY0, srcX1, srcY1,
|
||||
srcDepthRb->surface->u.tex.first_layer,
|
||||
dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
|
||||
0.0, pFilter, 0);
|
||||
0.0, pFilter, 0,
|
||||
BLIT_WRITEMASK_Z |
|
||||
(st->has_stencil_export ? BLIT_WRITEMASK_STENCIL
|
||||
: 0));
|
||||
|
||||
if (!st->has_stencil_export) {
|
||||
_mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) "
|
||||
"software fallback not implemented");
|
||||
}
|
||||
}
|
||||
else {
|
||||
/* blitting depth and stencil separately */
|
||||
@@ -305,12 +320,22 @@ st_BlitFramebuffer(struct gl_context *ctx,
|
||||
srcX0, srcY0, srcX1, srcY1,
|
||||
srcDepthRb->surface->u.tex.first_layer,
|
||||
dstDepthSurf, dstX0, dstY0, dstX1, dstY1,
|
||||
0.0, pFilter, 0);
|
||||
0.0, pFilter, 0, BLIT_WRITEMASK_Z);
|
||||
}
|
||||
|
||||
if (mask & GL_STENCIL_BUFFER_BIT) {
|
||||
/* blit stencil only */
|
||||
_mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) not completed");
|
||||
if (st->has_stencil_export) {
|
||||
util_blit_pixels(st->blit, srcStencilRb->texture,
|
||||
srcStencilRb->surface->u.tex.level,
|
||||
srcX0, srcY0, srcX1, srcY1,
|
||||
srcStencilRb->surface->u.tex.first_layer,
|
||||
dstStencilSurf, dstX0, dstY0, dstX1, dstY1,
|
||||
0.0, pFilter, 0, BLIT_WRITEMASK_STENCIL);
|
||||
}
|
||||
else {
|
||||
_mesa_problem(ctx, "st_BlitFramebuffer(STENCIL) "
|
||||
"software fallback not implemented");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -944,7 +944,7 @@ st_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
|
||||
struct pipe_screen *screen = pipe->screen;
|
||||
enum pipe_format dest_format, src_format;
|
||||
GLboolean matching_base_formats;
|
||||
GLuint format_writemask, sample_count;
|
||||
GLuint color_writemask, zs_writemask, sample_count;
|
||||
struct pipe_surface *dest_surface = NULL;
|
||||
GLboolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
|
||||
struct pipe_surface surf_tmpl;
|
||||
@@ -1025,15 +1025,17 @@ st_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
|
||||
}
|
||||
|
||||
if (texBaseFormat == GL_DEPTH_COMPONENT) {
|
||||
format_writemask = TGSI_WRITEMASK_XYZW;
|
||||
color_writemask = 0;
|
||||
zs_writemask = BLIT_WRITEMASK_Z;
|
||||
dst_usage = PIPE_BIND_DEPTH_STENCIL;
|
||||
}
|
||||
else {
|
||||
format_writemask = compatible_src_dst_formats(ctx, &strb->Base, texImage);
|
||||
color_writemask = compatible_src_dst_formats(ctx, &strb->Base, texImage);
|
||||
zs_writemask = 0;
|
||||
dst_usage = PIPE_BIND_RENDER_TARGET;
|
||||
}
|
||||
|
||||
if (!format_writemask ||
|
||||
if ((!color_writemask && !zs_writemask) ||
|
||||
!screen->is_format_supported(screen, src_format,
|
||||
PIPE_TEXTURE_2D, sample_count,
|
||||
PIPE_BIND_SAMPLER_VIEW) ||
|
||||
@@ -1076,7 +1078,7 @@ st_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
|
||||
destX, destY,
|
||||
destX + width, destY + height,
|
||||
0.0, PIPE_TEX_MIPFILTER_NEAREST,
|
||||
format_writemask);
|
||||
color_writemask, zs_writemask);
|
||||
pipe_surface_reference(&dest_surface, NULL);
|
||||
|
||||
/* Restore conditional rendering state. */
|
||||
|
||||
@@ -187,6 +187,8 @@ st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe )
|
||||
st->pixel_xfer.cache = _mesa_new_program_cache();
|
||||
|
||||
st->force_msaa = st_get_msaa();
|
||||
st->has_stencil_export =
|
||||
screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
|
||||
|
||||
/* GL limits and extensions */
|
||||
st_init_limits(st);
|
||||
|
||||
@@ -81,7 +81,7 @@ struct st_context
|
||||
struct draw_stage *rastpos_stage; /**< For glRasterPos */
|
||||
GLboolean clamp_frag_color_in_shader;
|
||||
GLboolean clamp_vert_color_in_shader;
|
||||
|
||||
boolean has_stencil_export; /**< can do shader stencil export? */
|
||||
|
||||
/* On old libGL's for linux we need to invalidate the drawables
|
||||
* on glViewpport calls, this is set via a option.
|
||||
|
||||
Reference in New Issue
Block a user