/* * 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->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); } 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 || (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); } 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 = 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_surface *dst_surf = pctx->create_surface(pctx, tmp, &dst_tmpl); if (!dst_surf) { debug_printf("D3D12: failed to create stencil-resolve dst-surface\n"); return NULL; } 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, false, &src_view); pctx->bind_sampler_states(pctx, PIPE_SHADER_FRAGMENT, 0, 1, &sampler_state); util_blitter_custom_shader(ctx->blitter, dst_surf, 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_surface_reference(&dst_surf, NULL); 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); 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) { struct pipe_context *pctx = &ctx->base; 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_view, dst_templ; util_blitter_default_dst_texture(&dst_templ, info->dst.resource, info->dst.level, info->dst.box.z); dst_view = pctx->create_surface(pctx, info->dst.resource, &dst_templ); util_blit_save_state(ctx); util_blitter_clear_depth_stencil(ctx->blitter, dst_view, 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); pipe_surface_release(pctx, &dst_view); } 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; }