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authorJonathan Gray <jsg@cvs.openbsd.org>2016-12-11 08:40:05 +0000
committerJonathan Gray <jsg@cvs.openbsd.org>2016-12-11 08:40:05 +0000
commit21ab4c9f31674b113c24177398ed39f29b7cd8e6 (patch)
tree8be392d7a792d9663c2586396be77bfd506f5164 /lib/mesa/src/gallium/drivers/svga/svga_pipe_clear.c
parenta8f0a7916e26e550dd2a26e7188835c481978004 (diff)
Import Mesa 13.0.2
Diffstat (limited to 'lib/mesa/src/gallium/drivers/svga/svga_pipe_clear.c')
-rw-r--r--lib/mesa/src/gallium/drivers/svga/svga_pipe_clear.c222
1 files changed, 212 insertions, 10 deletions
diff --git a/lib/mesa/src/gallium/drivers/svga/svga_pipe_clear.c b/lib/mesa/src/gallium/drivers/svga/svga_pipe_clear.c
index c874726b6..12f3050f5 100644
--- a/lib/mesa/src/gallium/drivers/svga/svga_pipe_clear.c
+++ b/lib/mesa/src/gallium/drivers/svga/svga_pipe_clear.c
@@ -28,6 +28,7 @@
#include "pipe/p_defines.h"
#include "util/u_pack_color.h"
+#include "util/u_surface.h"
#include "svga_context.h"
#include "svga_state.h"
@@ -35,18 +36,11 @@
/**
- * Clear the whole color buffer(s) by drawing a quad. For VGPU10 we use
- * this when clearing integer render targets. We'll also clear the
- * depth and/or stencil buffers if the clear_buffers mask specifies them.
+ * Saving blitter states before doing any blitter operation
*/
static void
-clear_buffers_with_quad(struct svga_context *svga,
- unsigned clear_buffers,
- const union pipe_color_union *color,
- double depth, unsigned stencil)
+begin_blit(struct svga_context *svga)
{
- const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
-
util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb);
util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
@@ -62,7 +56,23 @@ clear_buffers_with_quad(struct svga_context *svga,
(void*)svga->curr.depth);
util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask);
+}
+
+
+/**
+ * Clear the whole color buffer(s) by drawing a quad. For VGPU10 we use
+ * this when clearing integer render targets. We'll also clear the
+ * depth and/or stencil buffers if the clear_buffers mask specifies them.
+ */
+static void
+clear_buffers_with_quad(struct svga_context *svga,
+ unsigned clear_buffers,
+ const union pipe_color_union *color,
+ double depth, unsigned stencil)
+{
+ const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
+ begin_blit(svga);
util_blitter_clear(svga->blitter,
fb->width, fb->height,
1, /* num_layers */
@@ -218,7 +228,7 @@ try_clear(struct svga_context *svga,
* Clear the given surface to the specified value.
* No masking, no scissor (clear entire buffer).
*/
-void
+static void
svga_clear(struct pipe_context *pipe, unsigned buffers,
const union pipe_color_union *color,
double depth, unsigned stencil)
@@ -255,3 +265,195 @@ svga_clear(struct pipe_context *pipe, unsigned buffers,
assert (ret == PIPE_OK);
}
+
+
+static void
+svga_clear_texture(struct pipe_context *pipe,
+ struct pipe_resource *res,
+ unsigned level,
+ const struct pipe_box *box,
+ const void *data)
+{
+ struct svga_context *svga = svga_context(pipe);
+ struct svga_surface *svga_surface_dst;
+ enum pipe_error ret;
+ struct pipe_surface tmpl;
+ struct pipe_surface *surface;
+
+ memset(&tmpl, 0, sizeof(tmpl));
+ tmpl.format = res->format;
+ tmpl.u.tex.first_layer = box->z;
+ tmpl.u.tex.last_layer = box->z + box->depth - 1;
+ tmpl.u.tex.level = level;
+
+ surface = pipe->create_surface(pipe, res, &tmpl);
+ if (surface == NULL) {
+ debug_printf("failed to create surface\n");
+ return;
+ }
+ svga_surface_dst = svga_surface(surface);
+
+ union pipe_color_union color;
+ const struct util_format_description *desc =
+ util_format_description(surface->format);
+
+ if (util_format_is_depth_or_stencil(surface->format)) {
+ float depth;
+ uint8_t stencil;
+ unsigned clear_flags = 0;
+
+ /* If data is NULL, then set depthValue and stencilValue to zeros */
+ if (data == NULL) {
+ depth = 0.0;
+ stencil = 0;
+ }
+ else {
+ desc->unpack_z_float(&depth, 0, data, 0, 1, 1);
+ desc->unpack_s_8uint(&stencil, 0, data, 0, 1, 1);
+ }
+
+ if (util_format_has_depth(desc)) {
+ clear_flags |= PIPE_CLEAR_DEPTH;
+ }
+ if (util_format_has_stencil(desc)) {
+ clear_flags |= PIPE_CLEAR_STENCIL;
+ }
+
+ /* Setup depth stencil view */
+ struct pipe_surface *dsv =
+ svga_validate_surface_view(svga, svga_surface_dst);
+
+ if (!dsv)
+ return;
+
+ if (box->x == 0 && box->y == 0 && box->width == surface->width &&
+ box->height == surface->height) {
+ /* clearing whole surface, use direct VGPU10 command */
+
+
+ ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
+ clear_flags,
+ stencil, depth);
+ if (ret != PIPE_OK) {
+ /* flush and try again */
+ svga_context_flush(svga, NULL);
+ ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
+ clear_flags,
+ stencil, depth);
+ assert(ret == PIPE_OK);
+ }
+ }
+ else {
+ /* To clear subtexture use software fallback */
+
+ util_blitter_save_framebuffer(svga->blitter,
+ &svga->curr.framebuffer);
+ begin_blit(svga);
+ util_blitter_clear_depth_stencil(svga->blitter,
+ dsv, clear_flags,
+ depth,stencil,
+ box->x, box->y,
+ box->width, box->height);
+ }
+ }
+ else {
+ /* non depth-stencil formats */
+
+ if (data == NULL) {
+ /* If data is NULL, the texture image is filled with zeros */
+ color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
+ }
+ else {
+ if (util_format_is_pure_sint(surface->format)) {
+ /* signed integer */
+ desc->unpack_rgba_sint(color.i, 0, data, 0, 1, 1);
+ }
+ else if (util_format_is_pure_uint(surface->format)) {
+ /* unsigned integer */
+ desc->unpack_rgba_uint(color.ui, 0, data, 0, 1, 1);
+ }
+ else {
+ /* floating point */
+ desc->unpack_rgba_float(color.f, 0, data, 0, 1, 1);
+ }
+ }
+
+ /* Setup render target view */
+ struct pipe_surface *rtv =
+ svga_validate_surface_view(svga, svga_surface_dst);
+
+ if (!rtv)
+ return;
+
+ if (box->x == 0 && box->y == 0 && box->width == surface->width &&
+ box->height == surface->height) {
+ struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
+
+ if (is_integer_target(curr, PIPE_CLEAR_COLOR) &&
+ !ints_fit_in_floats(&color)) {
+ /* To clear full texture with integer format */
+ clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
+ }
+ else {
+ /* clearing whole surface using VGPU10 command */
+ ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
+ color.f);
+ if (ret != PIPE_OK) {
+ svga_context_flush(svga,NULL);
+ ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
+ color.f);
+ assert(ret == PIPE_OK);
+ }
+ }
+ }
+ else {
+ /* To clear subtexture use software fallback */
+
+ /**
+ * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
+ * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
+ * util_clear_render_target() for PIPE_TEXTURE_3D.
+ */
+ if (rtv->texture->target != PIPE_TEXTURE_3D &&
+ pipe->screen->is_format_supported(pipe->screen, rtv->format,
+ rtv->texture->target,
+ rtv->texture->nr_samples,
+ PIPE_BIND_RENDER_TARGET)) {
+ /* clear with quad drawing */
+ util_blitter_save_framebuffer(svga->blitter,
+ &svga->curr.framebuffer);
+ begin_blit(svga);
+ util_blitter_clear_render_target(svga->blitter,
+ rtv,
+ &color,
+ box->x, box->y,
+ box->width, box->height);
+ }
+ else {
+ /* clear with map/write/unmap */
+
+ /* store layer values */
+ unsigned first_layer = rtv->u.tex.first_layer;
+ unsigned last_layer = rtv->u.tex.last_layer;
+ unsigned box_depth = last_layer - first_layer + 1;
+
+ for (unsigned i = 0; i < box_depth; i++) {
+ rtv->u.tex.first_layer = rtv->u.tex.last_layer =
+ first_layer + i;
+ util_clear_render_target(pipe, rtv, &color, box->x, box->y,
+ box->width, box->height);
+ }
+ /* restore layer values */
+ rtv->u.tex.first_layer = first_layer;
+ rtv->u.tex.last_layer = last_layer;
+ }
+ }
+ }
+}
+
+
+void svga_init_clear_functions(struct svga_context *svga)
+{
+ svga->pipe.clear_texture = svga_clear_texture;
+ svga->pipe.clear = svga_clear;
+}