#include "zink_context.h" #include "zink_helpers.h" #include "zink_resource.h" #include "zink_screen.h" #include "util/u_blitter.h" #include "util/u_surface.h" #include "util/format/u_format.h" static bool blit_resolve(struct zink_context *ctx, const struct pipe_blit_info *info) { if (util_format_get_mask(info->dst.format) != info->mask || util_format_get_mask(info->src.format) != info->mask || util_format_is_depth_or_stencil(info->dst.format) || info->scissor_enable || info->alpha_blend) return false; if (info->src.box.width != info->dst.box.width || info->src.box.height != info->dst.box.height || info->src.box.depth != info->dst.box.depth) return false; if (info->render_condition_enable && ctx->render_condition_active) return false; struct zink_resource *src = zink_resource(info->src.resource); struct zink_resource *dst = zink_resource(info->dst.resource); struct zink_screen *screen = zink_screen(ctx->base.screen); if (src->format != zink_get_format(screen, info->src.format) || dst->format != zink_get_format(screen, info->dst.format)) return false; struct zink_batch *batch = zink_batch_no_rp(ctx); zink_batch_reference_resource_rw(batch, src, false); zink_batch_reference_resource_rw(batch, dst, true); zink_resource_setup_transfer_layouts(batch, src, dst); VkImageResolve region = {}; region.srcSubresource.aspectMask = src->aspect; region.srcSubresource.mipLevel = info->src.level; region.srcOffset.x = info->src.box.x; region.srcOffset.y = info->src.box.y; if (src->base.array_size > 1) { region.srcOffset.z = 0; region.srcSubresource.baseArrayLayer = info->src.box.z; region.srcSubresource.layerCount = info->src.box.depth; } else { assert(info->src.box.depth == 1); region.srcOffset.z = info->src.box.z; region.srcSubresource.baseArrayLayer = 0; region.srcSubresource.layerCount = 1; } region.dstSubresource.aspectMask = dst->aspect; region.dstSubresource.mipLevel = info->dst.level; region.dstOffset.x = info->dst.box.x; region.dstOffset.y = info->dst.box.y; if (dst->base.array_size > 1) { region.dstOffset.z = 0; region.dstSubresource.baseArrayLayer = info->dst.box.z; region.dstSubresource.layerCount = info->dst.box.depth; } else { assert(info->dst.box.depth == 1); region.dstOffset.z = info->dst.box.z; region.dstSubresource.baseArrayLayer = 0; region.dstSubresource.layerCount = 1; } 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); return true; } static bool blit_native(struct zink_context *ctx, const struct pipe_blit_info *info) { if (util_format_get_mask(info->dst.format) != info->mask || util_format_get_mask(info->src.format) != info->mask || info->scissor_enable || info->alpha_blend) return false; if (info->render_condition_enable && ctx->render_condition_active) return false; if (util_format_is_depth_or_stencil(info->dst.format) && info->dst.format != info->src.format) return false; /* vkCmdBlitImage must not be used for multisampled source or destination images. */ if (info->src.resource->nr_samples > 1 || info->dst.resource->nr_samples > 1) return false; struct zink_resource *src = zink_resource(info->src.resource); struct zink_resource *dst = zink_resource(info->dst.resource); struct zink_screen *screen = zink_screen(ctx->base.screen); if (src->format != zink_get_format(screen, info->src.format) || dst->format != zink_get_format(screen, info->dst.format)) return false; struct zink_batch *batch = zink_batch_no_rp(ctx); zink_batch_reference_resource_rw(batch, src, false); zink_batch_reference_resource_rw(batch, dst, true); zink_resource_setup_transfer_layouts(batch, src, dst); 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; } 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, zink_filter(info->filter)); return true; } 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; } struct zink_resource *src = zink_resource(info->src.resource); struct zink_resource *dst = zink_resource(info->dst.resource); /* if we're copying between resources with matching aspects then we can probably just copy_region */ if (src->aspect == dst->aspect && util_try_blit_via_copy_region(pctx, 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->dsa_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_geometry_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_GEOMETRY]); 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], ctx->sampler_states[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_save_so_targets(ctx->blitter, ctx->num_so_targets, ctx->so_targets); util_blitter_blit(ctx->blitter, info); }