From d5cbc05cde2b2b786a6619d34e94d3954d1e9eac Mon Sep 17 00:00:00 2001 From: Erik Faye-Lund Date: Wed, 24 Jul 2019 23:18:08 +0200 Subject: [PATCH] zink: refactor blitting Acked-by: Jordan Justen --- src/gallium/drivers/zink/zink_context.c | 245 ++++++++++++++++++-------------- 1 file changed, 138 insertions(+), 107 deletions(-) diff --git a/src/gallium/drivers/zink/zink_context.c b/src/gallium/drivers/zink/zink_context.c index cd4d61a..a320f86 100644 --- a/src/gallium/drivers/zink/zink_context.c +++ b/src/gallium/drivers/zink/zink_context.c @@ -1160,138 +1160,169 @@ zink_flush(struct pipe_context *pctx, PIPE_TIMEOUT_INFINITE); } -static void -zink_blit(struct pipe_context *pctx, - const struct pipe_blit_info *info) +static bool +blit_resolve(struct zink_context *ctx, const struct pipe_blit_info *info) { - struct zink_context *ctx = zink_context(pctx); - bool is_resolve = false; if (info->mask != PIPE_MASK_RGBA || info->scissor_enable || - info->alpha_blend) { - if (!util_blitter_is_blit_supported(ctx->blitter, info)) { - debug_printf("blit unsupported %s -> %s\n", - util_format_short_name(info->src.resource->format), - util_format_short_name(info->dst.resource->format)); - return; - } - - util_blitter_save_blend(ctx->blitter, ctx->gfx_pipeline_state.blend_state); - util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->gfx_pipeline_state.depth_stencil_alpha_state); - util_blitter_save_vertex_elements(ctx->blitter, ctx->element_state); - util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref); - util_blitter_save_rasterizer(ctx->blitter, ctx->rast_state); - util_blitter_save_fragment_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_FRAGMENT]); - util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]); - util_blitter_save_framebuffer(ctx->blitter, &ctx->fb_state); - util_blitter_save_viewport(ctx->blitter, ctx->viewport_states); - util_blitter_save_scissor(ctx->blitter, ctx->scissor_states); - util_blitter_save_fragment_sampler_states(ctx->blitter, - ctx->num_samplers[PIPE_SHADER_FRAGMENT], - (void **)ctx->samplers[PIPE_SHADER_FRAGMENT]); - util_blitter_save_fragment_sampler_views(ctx->blitter, - ctx->num_image_views[PIPE_SHADER_FRAGMENT], - ctx->image_views[PIPE_SHADER_FRAGMENT]); - util_blitter_save_fragment_constant_buffer_slot(ctx->blitter, ctx->ubos[PIPE_SHADER_FRAGMENT]); - util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->buffers); - util_blitter_save_sample_mask(ctx->blitter, ctx->gfx_pipeline_state.sample_mask); - - util_blitter_blit(ctx->blitter, info); - return; - } + info->alpha_blend) + return false; struct zink_resource *src = zink_resource(info->src.resource); struct zink_resource *dst = zink_resource(info->dst.resource); - if (src->base.nr_samples > 1 && dst->base.nr_samples <= 1) - is_resolve = true; - struct zink_batch *batch = zink_batch_no_rp(ctx); zink_batch_reference_resoure(batch, src); zink_batch_reference_resoure(batch, dst); - if (is_resolve) { - VkImageResolve region = {}; - - region.srcSubresource.aspectMask = src->aspect; - region.srcSubresource.mipLevel = info->src.level; - region.srcSubresource.baseArrayLayer = 0; // no clue - region.srcSubresource.layerCount = 1; // no clue - region.srcOffset.x = info->src.box.x; - region.srcOffset.y = info->src.box.y; - region.srcOffset.z = info->src.box.z; + VkImageResolve region = {}; + + region.srcSubresource.aspectMask = src->aspect; + region.srcSubresource.mipLevel = info->src.level; + region.srcSubresource.baseArrayLayer = 0; // no clue + region.srcSubresource.layerCount = 1; // no clue + region.srcOffset.x = info->src.box.x; + region.srcOffset.y = info->src.box.y; + region.srcOffset.z = info->src.box.z; + + region.dstSubresource.aspectMask = dst->aspect; + region.dstSubresource.mipLevel = info->dst.level; + region.dstSubresource.baseArrayLayer = 0; // no clue + region.dstSubresource.layerCount = 1; // no clue + region.dstOffset.x = info->dst.box.x; + region.dstOffset.y = info->dst.box.y; + region.dstOffset.z = info->dst.box.z; + + region.extent.width = info->dst.box.width; + region.extent.height = info->dst.box.height; + region.extent.depth = info->dst.box.depth; + vkCmdResolveImage(batch->cmdbuf, src->image, src->layout, + dst->image, dst->layout, + 1, ®ion); - region.dstSubresource.aspectMask = dst->aspect; - region.dstSubresource.mipLevel = info->dst.level; - region.dstSubresource.baseArrayLayer = 0; // no clue - region.dstSubresource.layerCount = 1; // no clue - region.dstOffset.x = info->dst.box.x; - region.dstOffset.y = info->dst.box.y; - region.dstOffset.z = info->dst.box.z; - - region.extent.width = info->dst.box.width; - region.extent.height = info->dst.box.height; - region.extent.depth = info->dst.box.depth; - vkCmdResolveImage(batch->cmdbuf, src->image, src->layout, - dst->image, dst->layout, - 1, ®ion); + /* HACK: I have no idea why this is needed, but without it ioquake3 + * randomly keeps fading to black. + */ + flush_batch(ctx); - } else { - if (dst->layout != VK_IMAGE_LAYOUT_GENERAL && - dst->layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) - zink_resource_barrier(batch->cmdbuf, dst, dst->aspect, - VK_IMAGE_LAYOUT_GENERAL); + return true; +} - VkImageBlit region = {}; - region.srcSubresource.aspectMask = src->aspect; - region.srcSubresource.mipLevel = info->src.level; - region.srcOffsets[0].x = info->src.box.x; - region.srcOffsets[0].y = info->src.box.y; - region.srcOffsets[1].x = info->src.box.x + info->src.box.width; - region.srcOffsets[1].y = info->src.box.y + info->src.box.height; +static bool +blit_native(struct zink_context *ctx, const struct pipe_blit_info *info) +{ + if (info->mask != PIPE_MASK_RGBA || + info->scissor_enable || + info->alpha_blend) + return false; - if (src->base.array_size > 1) { - region.srcOffsets[0].z = 0; - region.srcOffsets[1].z = 1; - region.srcSubresource.baseArrayLayer = info->src.box.z; - region.srcSubresource.layerCount = info->src.box.depth; - } else { - region.srcOffsets[0].z = info->src.box.z; - region.srcOffsets[1].z = info->src.box.z + info->src.box.depth; - region.srcSubresource.baseArrayLayer = 0; - region.srcSubresource.layerCount = 1; - } + struct zink_resource *src = zink_resource(info->src.resource); + struct zink_resource *dst = zink_resource(info->dst.resource); - region.dstSubresource.aspectMask = dst->aspect; - region.dstSubresource.mipLevel = info->dst.level; - region.dstOffsets[0].x = info->dst.box.x; - region.dstOffsets[0].y = info->dst.box.y; - region.dstOffsets[1].x = info->dst.box.x + info->dst.box.width; - region.dstOffsets[1].y = info->dst.box.y + info->dst.box.height; + struct zink_batch *batch = zink_batch_no_rp(ctx); + zink_batch_reference_resoure(batch, src); + zink_batch_reference_resoure(batch, dst); - if (dst->base.array_size > 1) { - region.dstOffsets[0].z = 0; - region.dstOffsets[1].z = 1; - region.dstSubresource.baseArrayLayer = info->dst.box.z; - region.dstSubresource.layerCount = info->dst.box.depth; - } else { - region.dstOffsets[0].z = info->dst.box.z; - region.dstOffsets[1].z = info->dst.box.z + info->dst.box.depth; - region.dstSubresource.baseArrayLayer = 0; - region.dstSubresource.layerCount = 1; - } + if (dst->layout != VK_IMAGE_LAYOUT_GENERAL && + dst->layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL) + zink_resource_barrier(batch->cmdbuf, dst, dst->aspect, + VK_IMAGE_LAYOUT_GENERAL); + + VkImageBlit region = {}; + region.srcSubresource.aspectMask = src->aspect; + region.srcSubresource.mipLevel = info->src.level; + region.srcOffsets[0].x = info->src.box.x; + region.srcOffsets[0].y = info->src.box.y; + region.srcOffsets[1].x = info->src.box.x + info->src.box.width; + region.srcOffsets[1].y = info->src.box.y + info->src.box.height; + + if (src->base.array_size > 1) { + region.srcOffsets[0].z = 0; + region.srcOffsets[1].z = 1; + region.srcSubresource.baseArrayLayer = info->src.box.z; + region.srcSubresource.layerCount = info->src.box.depth; + } else { + region.srcOffsets[0].z = info->src.box.z; + region.srcOffsets[1].z = info->src.box.z + info->src.box.depth; + region.srcSubresource.baseArrayLayer = 0; + region.srcSubresource.layerCount = 1; + } - vkCmdBlitImage(batch->cmdbuf, src->image, src->layout, - dst->image, dst->layout, - 1, ®ion, - filter(info->filter)); + region.dstSubresource.aspectMask = dst->aspect; + region.dstSubresource.mipLevel = info->dst.level; + region.dstOffsets[0].x = info->dst.box.x; + region.dstOffsets[0].y = info->dst.box.y; + region.dstOffsets[1].x = info->dst.box.x + info->dst.box.width; + region.dstOffsets[1].y = info->dst.box.y + info->dst.box.height; + + if (dst->base.array_size > 1) { + region.dstOffsets[0].z = 0; + region.dstOffsets[1].z = 1; + region.dstSubresource.baseArrayLayer = info->dst.box.z; + region.dstSubresource.layerCount = info->dst.box.depth; + } else { + region.dstOffsets[0].z = info->dst.box.z; + region.dstOffsets[1].z = info->dst.box.z + info->dst.box.depth; + region.dstSubresource.baseArrayLayer = 0; + region.dstSubresource.layerCount = 1; } + vkCmdBlitImage(batch->cmdbuf, src->image, src->layout, + dst->image, dst->layout, + 1, ®ion, + filter(info->filter)); + /* HACK: I have no idea why this is needed, but without it ioquake3 * randomly keeps fading to black. */ flush_batch(ctx); + + return true; +} + +static void +zink_blit(struct pipe_context *pctx, + const struct pipe_blit_info *info) +{ + struct zink_context *ctx = zink_context(pctx); + if (info->src.resource->nr_samples > 1 && + info->dst.resource->nr_samples <= 1) { + if (blit_resolve(ctx, info)) + return; + } else { + if (blit_native(ctx, info)) + return; + } + + if (!util_blitter_is_blit_supported(ctx->blitter, info)) { + debug_printf("blit unsupported %s -> %s\n", + util_format_short_name(info->src.resource->format), + util_format_short_name(info->dst.resource->format)); + return; + } + + util_blitter_save_blend(ctx->blitter, ctx->gfx_pipeline_state.blend_state); + util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->gfx_pipeline_state.depth_stencil_alpha_state); + util_blitter_save_vertex_elements(ctx->blitter, ctx->element_state); + util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref); + util_blitter_save_rasterizer(ctx->blitter, ctx->rast_state); + util_blitter_save_fragment_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_FRAGMENT]); + util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]); + util_blitter_save_framebuffer(ctx->blitter, &ctx->fb_state); + util_blitter_save_viewport(ctx->blitter, ctx->viewport_states); + util_blitter_save_scissor(ctx->blitter, ctx->scissor_states); + util_blitter_save_fragment_sampler_states(ctx->blitter, + ctx->num_samplers[PIPE_SHADER_FRAGMENT], + (void **)ctx->samplers[PIPE_SHADER_FRAGMENT]); + util_blitter_save_fragment_sampler_views(ctx->blitter, + ctx->num_image_views[PIPE_SHADER_FRAGMENT], + ctx->image_views[PIPE_SHADER_FRAGMENT]); + util_blitter_save_fragment_constant_buffer_slot(ctx->blitter, ctx->ubos[PIPE_SHADER_FRAGMENT]); + util_blitter_save_vertex_buffer_slot(ctx->blitter, ctx->buffers); + util_blitter_save_sample_mask(ctx->blitter, ctx->gfx_pipeline_state.sample_mask); + + util_blitter_blit(ctx->blitter, info); } static void -- 2.7.4