meta/blit: Compile programs with and without depth

When color buffers alone are concerned the depth is not needed.

No regression on BDW where meta blit is used instead of blorp. I
also disabled blorp temporarily for fbo-blits on IVB and saw no
regressions there either.
I also compared several graphics benchmarks on BDW and saw neither
regressions or improvements.

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Topi Pohjolainen
2015-01-28 16:27:25 +02:00
parent 97caf5fa04
commit 941aced635
2 changed files with 11 additions and 5 deletions
+2 -1
View File
@@ -298,7 +298,8 @@ struct blit_state
{
GLuint VAO;
GLuint VBO;
struct blit_shader_table shaders;
struct blit_shader_table shaders_with_depth;
struct blit_shader_table shaders_without_depth;
GLuint msaa_shaders[BLIT_MSAA_SHADER_COUNT];
struct temp_texture depthTex;
bool no_ctsi_fallback;
+9 -4
View File
@@ -510,7 +510,8 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
struct blit_state *blit,
struct gl_renderbuffer *src_rb,
GLenum target, GLenum filter,
bool is_scaled_blit)
bool is_scaled_blit,
bool do_depth)
{
unsigned texcoord_size;
bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE ||
@@ -531,7 +532,9 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
} else if (is_target_multisample) {
setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target);
} else {
_mesa_meta_setup_blit_shader(ctx, target, true, &blit->shaders);
_mesa_meta_setup_blit_shader(ctx, target, do_depth,
do_depth ? &blit->shaders_with_depth
: &blit->shaders_without_depth);
}
}
@@ -642,7 +645,8 @@ blitframebuffer_texture(struct gl_context *ctx,
scaled_blit = dstW != srcW || dstH != srcH;
if (glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, rb, target, filter, scaled_blit);
setup_glsl_blit_framebuffer(ctx, blit, rb, target, filter, scaled_blit,
do_depth);
}
else {
_mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
@@ -962,7 +966,8 @@ _mesa_meta_glsl_blit_cleanup(struct blit_state *blit)
blit->VBO = 0;
}
_mesa_meta_blit_shader_table_cleanup(&blit->shaders);
_mesa_meta_blit_shader_table_cleanup(&blit->shaders_with_depth);
_mesa_meta_blit_shader_table_cleanup(&blit->shaders_without_depth);
_mesa_DeleteTextures(1, &blit->depthTex.TexObj);
blit->depthTex.TexObj = 0;