blob: fd4f5c81c85683e8b7ca1bbd7f6a286bab0321bb [file]
/*
* Copyright © Microsoft Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "d3d12_context.h"
#include "d3d12_compiler.h"
#include "d3d12_debug.h"
#include "d3d12_blit.h"
#include "d3d12_format.h"
#include "d3d12_query.h"
#include "d3d12_resource.h"
#include "d3d12_screen.h"
#include "util/u_blitter.h"
#include "util/format/u_format.h"
#include "nir_to_dxil.h"
#include "nir_builder.h"
static bool
is_resolve(const struct pipe_blit_info *info)
{
return info->src.resource->nr_samples > 1 &&
info->dst.resource->nr_samples <= 1;
}
static bool
resolve_supported(const struct pipe_blit_info *info)
{
assert(is_resolve(info));
// check for unsupported operations
if (util_format_is_depth_or_stencil(info->src.format) &&
info->mask != PIPE_MASK_Z) {
return false;
} else {
if (util_format_get_mask(info->dst.format) != info->mask ||
util_format_get_mask(info->src.format) != info->mask ||
util_format_has_alpha1(info->src.format))
return false;
}
if (info->filter != PIPE_TEX_FILTER_NEAREST ||
info->scissor_enable ||
info->swizzle_enable ||
info->num_window_rectangles > 0 ||
info->alpha_blend)
return false;
// formats need to match
struct d3d12_resource *src = d3d12_resource(info->src.resource);
struct d3d12_resource *dst = d3d12_resource(info->dst.resource);
if (src->dxgi_format != dst->dxgi_format)
return false;
if (util_format_is_pure_integer(src->base.b.format))
return false;
// sizes needs to match
if (info->src.box.width != info->dst.box.width ||
info->src.box.height != info->dst.box.height)
return false;
// can only resolve full subresource
if (info->src.box.width != (int)u_minify(info->src.resource->width0,
info->src.level) ||
info->src.box.height != (int)u_minify(info->src.resource->height0,
info->src.level) ||
info->dst.box.width != (int)u_minify(info->dst.resource->width0,
info->dst.level) ||
info->dst.box.height != (int)u_minify(info->dst.resource->height0,
info->dst.level))
return false;
return true;
}
static void
blit_resolve(struct d3d12_context *ctx, const struct pipe_blit_info *info)
{
struct d3d12_batch *batch = d3d12_current_batch(ctx);
struct d3d12_resource *src = d3d12_resource(info->src.resource);
struct d3d12_resource *dst = d3d12_resource(info->dst.resource);
d3d12_transition_resource_state(ctx, src,
D3D12_RESOURCE_STATE_RESOLVE_SOURCE,
D3D12_TRANSITION_FLAG_INVALIDATE_BINDINGS);
d3d12_transition_resource_state(ctx, dst,
D3D12_RESOURCE_STATE_RESOLVE_DEST,
D3D12_TRANSITION_FLAG_INVALIDATE_BINDINGS);
d3d12_apply_resource_states(ctx, false);
d3d12_batch_reference_resource(batch, src, false);
d3d12_batch_reference_resource(batch, dst, true);
DXGI_FORMAT dxgi_format = d3d12_get_resource_srv_format(src->base.b.format, src->base.b.target);
assert(src->dxgi_format == dst->dxgi_format);
ctx->cmdlist->ResolveSubresource(
d3d12_resource_resource(dst), info->dst.level,
d3d12_resource_resource(src), info->src.level,
dxgi_format);
ctx->has_commands = true;
}
static bool
formats_are_copy_compatible(enum pipe_format src, enum pipe_format dst)
{
if (src == dst)
return true;
/* We can skip the stencil copy */
if (util_format_get_depth_only(src) == dst ||
util_format_get_depth_only(dst) == src)
return true;
return false;
}
static bool
box_fits(const struct pipe_box *box, const struct pipe_resource *res, int level)
{
unsigned lwidth = u_minify(res->width0, level);
unsigned lheight= u_minify(res->height0, level);
unsigned ldepth = res->target == PIPE_TEXTURE_3D ? u_minify(res->depth0, level) :
res->array_size;
unsigned wb = box->x;
unsigned we = box->x + box->width;
unsigned hb = box->y;
unsigned he = box->y + box->height;
unsigned db = box->z;
unsigned de = box->z + box->depth;
return (wb <= lwidth && we <= lwidth &&
hb <= lheight && he <= lheight &&
db <= ldepth && de <= ldepth);
}
static bool
direct_copy_supported(struct d3d12_screen *screen,
const struct pipe_blit_info *info,
bool have_predication)
{
if (info->scissor_enable || info->alpha_blend || info->swizzle_enable ||
(have_predication && info->render_condition_enable) ||
MAX2(info->src.resource->nr_samples, 1) != MAX2(info->dst.resource->nr_samples, 1)) {
return false;
}
if (!formats_are_copy_compatible(info->src.format, info->dst.format))
return false;
if (info->src.format != info->src.resource->format ||
info->dst.format != info->dst.resource->format)
return false;
if (util_format_is_depth_or_stencil(info->src.format) && !(info->mask & PIPE_MASK_ZS)) {
return false;
}
if (!util_format_is_depth_or_stencil(info->src.format)) {
if (util_format_get_mask(info->dst.format) != info->mask ||
util_format_get_mask(info->src.format) != info->mask)
return false;
}
if (abs(info->src.box.height) != info->dst.box.height) {
return false;
}
if (info->src.box.height != info->dst.box.height &&
(!util_format_is_depth_or_stencil(info->src.format) ||
screen->opts2.ProgrammableSamplePositionsTier ==
D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_NOT_SUPPORTED)) {
return false;
}
if (!box_fits(&info->dst.box, info->dst.resource, info->dst.level)) {
return false;
}
if (!box_fits(&info->src.box, info->src.resource, info->src.level)) {
return false;
}
if (info->src.box.width != info->dst.box.width) {
return false;
}
if (info->src.box.depth != info->dst.box.depth) {
return false;
}
if ((screen->opts2.ProgrammableSamplePositionsTier ==
D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_NOT_SUPPORTED &&
(info->src.resource->bind & PIPE_BIND_DEPTH_STENCIL ||
info->dst.resource->bind & PIPE_BIND_DEPTH_STENCIL)) ||
info->src.resource->nr_samples != info->dst.resource->nr_samples) {
if (info->dst.box.x != 0 ||
info->dst.box.y != 0 ||
info->dst.box.z != 0)
return false;
if (info->src.box.x != 0 ||
info->src.box.y != 0 ||
info->src.box.z != 0 ||
info->src.box.width != (int)u_minify(info->src.resource->width0,
info->src.level) ||
info->src.box.height != (int)u_minify(info->src.resource->height0,
info->src.level) ||
info->src.box.depth != (int)u_minify(info->src.resource->depth0,
info->src.level))
return false;
}
return true;
}
static bool
is_same_resource(const struct pipe_blit_info *info)
{
return d3d12_resource_resource(d3d12_resource(info->src.resource)) ==
d3d12_resource_resource(d3d12_resource(info->dst.resource)) &&
info->src.level == info->dst.level;
}
static void
blit_same_resource(struct d3d12_context *ctx,
const struct pipe_blit_info *info)
{
struct pipe_blit_info dst_info = *info;
dst_info.src.level = 0;
dst_info.src.resource = create_staging_resource(ctx, d3d12_resource(info->src.resource),
info->src.level,
&info->src.box,
&dst_info.src.box, PIPE_MASK_RGBAZS);
ctx->base.blit(&ctx->base, &dst_info);
pipe_resource_reference(&dst_info.src.resource, NULL);
}
static void
util_blit_save_state(struct d3d12_context *ctx)
{
util_blitter_save_blend(ctx->blitter, ctx->gfx_pipeline_state.blend);
util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->gfx_pipeline_state.zsa);
util_blitter_save_vertex_elements(ctx->blitter, ctx->gfx_pipeline_state.ves);
util_blitter_save_stencil_ref(ctx->blitter, &ctx->stencil_ref);
util_blitter_save_rasterizer(ctx->blitter, ctx->gfx_pipeline_state.rast);
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_tessctrl_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_TESS_CTRL]);
util_blitter_save_tesseval_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_TESS_EVAL]);
util_blitter_save_framebuffer(ctx->blitter, &ctx->fb);
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_sampler_views[PIPE_SHADER_FRAGMENT],
ctx->sampler_views[PIPE_SHADER_FRAGMENT]);
util_blitter_save_fragment_constant_buffer_slot(ctx->blitter, ctx->cbufs[PIPE_SHADER_FRAGMENT]);
util_blitter_save_vertex_buffers(ctx->blitter, ctx->vbs, ctx->num_vbs);
util_blitter_save_sample_mask(ctx->blitter, ctx->gfx_pipeline_state.sample_mask, 0);
util_blitter_save_so_targets(ctx->blitter, ctx->gfx_pipeline_state.num_so_targets, ctx->so_targets,
MESA_PRIM_UNKNOWN);
}
static void
util_blit(struct d3d12_context *ctx,
const struct pipe_blit_info *info)
{
util_blit_save_state(ctx);
util_blitter_blit(ctx->blitter, info, NULL);
}
static bool
resolve_stencil_supported(struct d3d12_context *ctx,
const struct pipe_blit_info *info)
{
assert(is_resolve(info));
if (!util_format_is_depth_or_stencil(info->src.format) ||
!(info->mask & PIPE_MASK_S))
return false;
if (info->mask & PIPE_MASK_Z) {
struct pipe_blit_info new_info = *info;
new_info.mask = PIPE_MASK_Z;
if (!resolve_supported(&new_info) &&
!util_blitter_is_blit_supported(ctx->blitter, &new_info))
return false;
}
struct pipe_blit_info new_info = *info;
new_info.dst.format = PIPE_FORMAT_R8_UINT;
return util_blitter_is_blit_supported(ctx->blitter, &new_info);
}
static struct pipe_resource *
create_tmp_resource(struct pipe_screen *screen,
const struct pipe_blit_info *info)
{
struct pipe_resource tpl = {};
tpl.width0 = info->dst.box.width;
tpl.height0 = static_cast<uint16_t>(info->dst.box.height);
tpl.depth0 = info->dst.box.depth;
tpl.array_size = 1;
tpl.format = PIPE_FORMAT_R8_UINT;
tpl.target = info->dst.resource->target;
tpl.nr_samples = info->dst.resource->nr_samples;
tpl.nr_storage_samples = info->dst.resource->nr_storage_samples;
tpl.usage = PIPE_USAGE_STREAM;
tpl.bind = PIPE_BIND_RENDER_TARGET | PIPE_BIND_SAMPLER_VIEW;
return screen->resource_create(screen, &tpl);
}
static void *
get_stencil_resolve_vs(struct d3d12_context *ctx)
{
if (ctx->stencil_resolve_vs)
return ctx->stencil_resolve_vs;
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX,
&d3d12_screen(ctx->base.screen)->nir_options,
"linear_blit_vs");
const struct glsl_type *vec4 = glsl_vec4_type();
nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
vec4, "pos");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
vec4, "gl_Position");
pos_out->data.location = VARYING_SLOT_POS;
nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf);
struct pipe_shader_state state = {};
state.type = PIPE_SHADER_IR_NIR;
state.ir.nir = b.shader;
ctx->stencil_resolve_vs = ctx->base.create_vs_state(&ctx->base, &state);
return ctx->stencil_resolve_vs;
}
static void *
get_stencil_resolve_fs(struct d3d12_context *ctx, bool no_flip)
{
if (!no_flip && ctx->stencil_resolve_fs)
return ctx->stencil_resolve_fs;
if (no_flip && ctx->stencil_resolve_fs_no_flip)
return ctx->stencil_resolve_fs_no_flip;
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
&d3d12_screen(ctx->base.screen)->nir_options,
no_flip ? "stencil_resolve_fs_no_flip" : "stencil_resolve_fs");
nir_variable *stencil_out = nir_variable_create(b.shader,
nir_var_shader_out,
glsl_uint_type(),
"stencil_out");
stencil_out->data.location = FRAG_RESULT_COLOR;
const struct glsl_type *sampler_type =
glsl_sampler_type(GLSL_SAMPLER_DIM_MS, false, false, GLSL_TYPE_UINT);
nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform,
sampler_type, "stencil_tex");
sampler->data.binding = 0;
sampler->data.explicit_binding = true;
nir_def *tex_deref = &nir_build_deref_var(&b, sampler)->def;
nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
glsl_vec4_type(), "pos");
pos_in->data.location = VARYING_SLOT_POS; // VARYING_SLOT_VAR0?
nir_def *pos = nir_load_var(&b, pos_in);
nir_def *pos_src;
if (no_flip)
pos_src = pos;
else {
nir_tex_instr *txs = nir_tex_instr_create(b.shader, 1);
txs->op = nir_texop_txs;
txs->sampler_dim = GLSL_SAMPLER_DIM_MS;
txs->src[0] = nir_tex_src_for_ssa(nir_tex_src_texture_deref, tex_deref);
txs->is_array = false;
txs->dest_type = nir_type_int;
nir_def_init(&txs->instr, &txs->def, 2, 32);
nir_builder_instr_insert(&b, &txs->instr);
pos_src = nir_vec4(&b,
nir_channel(&b, pos, 0),
/*Height - pos_dest.y - 1*/
nir_fsub(&b,
nir_fsub(&b,
nir_channel(&b, nir_i2f32(&b, &txs->def), 1),
nir_channel(&b, pos, 1)),
nir_imm_float(&b, 1.0)),
nir_channel(&b, pos, 2),
nir_channel(&b, pos, 3));
}
nir_tex_instr *tex = nir_tex_instr_create(b.shader, 3);
tex->sampler_dim = GLSL_SAMPLER_DIM_MS;
tex->op = nir_texop_txf_ms;
tex->src[0] = nir_tex_src_for_ssa(nir_tex_src_coord,
nir_trim_vector(&b, nir_f2i32(&b, pos_src), 2));
tex->src[1] = nir_tex_src_for_ssa(nir_tex_src_ms_index, nir_imm_int(&b, 0)); /* just use first sample */
tex->src[2] = nir_tex_src_for_ssa(nir_tex_src_texture_deref, tex_deref);
tex->dest_type = nir_type_uint32;
tex->is_array = false;
tex->coord_components = 2;
nir_def_init(&tex->instr, &tex->def, 4, 32);
nir_builder_instr_insert(&b, &tex->instr);
nir_store_var(&b, stencil_out, nir_channel(&b, &tex->def, 1), 0x1);
struct pipe_shader_state state = {};
state.type = PIPE_SHADER_IR_NIR;
state.ir.nir = b.shader;
void *result;
if (no_flip) {
result = ctx->base.create_fs_state(&ctx->base, &state);
ctx->stencil_resolve_fs_no_flip = result;
} else {
result = ctx->base.create_fs_state(&ctx->base, &state);
ctx->stencil_resolve_fs = result;
}
return result;
}
static void *
get_sampler_state(struct d3d12_context *ctx)
{
if (ctx->sampler_state)
return ctx->sampler_state;
struct pipe_sampler_state state;
memset(&state, 0, sizeof(state));
state.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
state.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
state.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
return ctx->sampler_state = ctx->base.create_sampler_state(&ctx->base, &state);
}
static struct pipe_resource *
resolve_stencil_to_temp(struct d3d12_context *ctx,
const struct pipe_blit_info *info)
{
struct pipe_context *pctx = &ctx->base;
struct pipe_resource *tmp = create_tmp_resource(pctx->screen, info);
if (!tmp) {
debug_printf("D3D12: failed to create stencil-resolve temp-resource\n");
return NULL;
}
assert(tmp->nr_samples < 2);
/* resolve stencil into tmp */
struct pipe_surface dst_tmpl;
util_blitter_default_dst_texture(&dst_tmpl, tmp, 0, 0);
dst_tmpl.format = tmp->format;
struct pipe_sampler_view src_templ, *src_view;
util_blitter_default_src_texture(ctx->blitter, &src_templ,
info->src.resource, info->src.level);
src_templ.format = util_format_stencil_only(info->src.format);
src_view = pctx->create_sampler_view(pctx, info->src.resource, &src_templ);
void *sampler_state = get_sampler_state(ctx);
util_blit_save_state(ctx);
pctx->set_sampler_views(pctx, PIPE_SHADER_FRAGMENT, 0, 1, 0, &src_view);
pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 1, &sampler_state);
util_blitter_custom_shader(ctx->blitter, &dst_tmpl,
(uint16_t)pipe_surface_width(&dst_tmpl),
(uint16_t)pipe_surface_height(&dst_tmpl),
get_stencil_resolve_vs(ctx),
get_stencil_resolve_fs(ctx, info->src.box.height == info->dst.box.height));
util_blitter_restore_textures(ctx->blitter);
pipe_sampler_view_reference(&src_view, NULL);
return tmp;
}
static void
blit_resolve_stencil(struct d3d12_context *ctx,
const struct pipe_blit_info *info)
{
assert(info->mask & PIPE_MASK_S);
if (D3D12_DEBUG_BLIT & d3d12_debug)
debug_printf("D3D12 BLIT: blit_resolve_stencil\n");
if (info->mask & PIPE_MASK_Z) {
/* resolve depth into dst */
struct pipe_blit_info new_info = *info;
new_info.mask = PIPE_MASK_Z;
if (resolve_supported(&new_info))
blit_resolve(ctx, &new_info);
else
util_blit(ctx, &new_info);
}
struct pipe_resource *tmp = resolve_stencil_to_temp(ctx, info);
/* copy resolved stencil into dst */
struct d3d12_resource *dst = d3d12_resource(info->dst.resource);
d3d12_transition_subresources_state(ctx, d3d12_resource(tmp),
0, 1, 0, 1, 0, 1,
D3D12_RESOURCE_STATE_COPY_SOURCE,
D3D12_TRANSITION_FLAG_NONE);
d3d12_transition_subresources_state(ctx, dst,
0, 1, 0, 1, 1, 1,
D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_TRANSITION_FLAG_INVALIDATE_BINDINGS);
d3d12_apply_resource_states(ctx, false);
struct d3d12_batch *batch = d3d12_current_batch(ctx);
d3d12_batch_reference_resource(batch, d3d12_resource(tmp), false);
d3d12_batch_reference_resource(batch, dst, true);
D3D12_BOX src_box;
src_box.left = src_box.top = src_box.front = 0;
src_box.right = tmp->width0;
src_box.bottom = tmp->height0;
src_box.back = tmp->depth0;
D3D12_TEXTURE_COPY_LOCATION src_loc;
src_loc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_loc.SubresourceIndex = 0;
src_loc.pResource = d3d12_resource_resource(d3d12_resource(tmp));
D3D12_TEXTURE_COPY_LOCATION dst_loc;
dst_loc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst_loc.SubresourceIndex = 1;
dst_loc.pResource = d3d12_resource_resource(dst);
ctx->cmdlist->CopyTextureRegion(&dst_loc, info->dst.box.x,
info->dst.box.y, info->dst.box.z,
&src_loc, &src_box);
ctx->has_commands = true;
pipe_resource_reference(&tmp, NULL);
}
static bool
replicate_stencil_supported(struct d3d12_context *ctx,
const struct pipe_blit_info *info)
{
if (!util_format_is_depth_or_stencil(info->src.format) ||
!(info->mask & PIPE_MASK_S))
return false;
if (info->mask & PIPE_MASK_Z) {
struct pipe_blit_info new_info = *info;
new_info.mask = PIPE_MASK_Z;
if (!util_blitter_is_blit_supported(ctx->blitter, &new_info))
return false;
}
return true;
}
static void
blit_replicate_stencil(struct d3d12_context *ctx,
const struct pipe_blit_info *info)
{
assert(info->mask & PIPE_MASK_S);
if (D3D12_DEBUG_BLIT & d3d12_debug)
debug_printf("D3D12 BLIT: blit_replicate_stencil\n");
if (info->mask & PIPE_MASK_Z) {
/* resolve depth into dst */
struct pipe_blit_info new_info = *info;
new_info.mask = PIPE_MASK_Z;
util_blit(ctx, &new_info);
}
struct pipe_surface dst_templ;
util_blitter_default_dst_texture(&dst_templ, info->dst.resource,
info->dst.level, info->dst.box.z);
util_blit_save_state(ctx);
util_blitter_clear_depth_stencil(ctx->blitter, &dst_templ, PIPE_CLEAR_STENCIL,
0, 0, info->dst.box.x, info->dst.box.y,
info->dst.box.width, info->dst.box.height);
util_blit_save_state(ctx);
util_blitter_stencil_fallback(ctx->blitter, info->dst.resource,
info->dst.level,
&info->dst.box,
info->src.resource,
info->src.level,
&info->src.box,
info->scissor_enable ? &info->scissor : NULL);
}
void
d3d12_blit(struct pipe_context *pctx,
const struct pipe_blit_info *info)
{
struct d3d12_context *ctx = d3d12_context(pctx);
if (!info->render_condition_enable && ctx->current_predication) {
if (D3D12_DEBUG_BLIT & d3d12_debug)
debug_printf("D3D12 BLIT: Disable predication\n");
ctx->cmdlist->SetPredication(nullptr, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
}
if (D3D12_DEBUG_BLIT & d3d12_debug) {
debug_printf("D3D12 BLIT: from %s@%d msaa:%d %dx%dx%d + %dx%dx%d\n",
util_format_name(info->src.format), info->src.level,
info->src.resource->nr_samples,
info->src.box.x, info->src.box.y, info->src.box.z,
info->src.box.width, info->src.box.height, info->src.box.depth);
debug_printf(" to %s@%d msaa:%d %dx%dx%d + %dx%dx%d ",
util_format_name(info->dst.format), info->dst.level,
info->dst.resource->nr_samples,
info->dst.box.x, info->dst.box.y, info->dst.box.z,
info->dst.box.width, info->dst.box.height, info->dst.box.depth);
debug_printf("| flags %s%s%s\n",
info->render_condition_enable ? "cond " : "",
info->scissor_enable ? "scissor " : "",
info->alpha_blend ? "blend" : "");
}
if (is_same_resource(info))
blit_same_resource(ctx, info);
else if (is_resolve(info)) {
if (resolve_supported(info))
blit_resolve(ctx, info);
else if (util_blitter_is_blit_supported(ctx->blitter, info))
util_blit(ctx, info);
else if (resolve_stencil_supported(ctx, info))
blit_resolve_stencil(ctx, info);
else
debug_printf("D3D12: resolve unsupported %s -> %s\n",
util_format_short_name(info->src.resource->format),
util_format_short_name(info->dst.resource->format));
} else if (direct_copy_supported(d3d12_screen(pctx->screen), info,
ctx->current_predication != nullptr))
d3d12_direct_copy(ctx, d3d12_resource(info->dst.resource),
info->dst.level, &info->dst.box,
d3d12_resource(info->src.resource),
info->src.level, &info->src.box, info->mask);
else if (util_blitter_is_blit_supported(ctx->blitter, info))
util_blit(ctx, info);
else if (replicate_stencil_supported(ctx, info))
blit_replicate_stencil(ctx, info);
else
debug_printf("D3D12: blit unsupported %s -> %s\n",
util_format_short_name(info->src.resource->format),
util_format_short_name(info->dst.resource->format));
if (d3d12_screen(pctx->screen)->max_feature_level >= D3D_FEATURE_LEVEL_11_0) {
if (!info->render_condition_enable && ctx->current_predication) {
d3d12_enable_predication(ctx);
if (D3D12_DEBUG_BLIT & d3d12_debug)
debug_printf("D3D12 BLIT: Re-enable predication\n");
}
}
}
void
d3d12_context_blit_init(struct pipe_context *ctx)
{
ctx->blit = d3d12_blit;
}