#include "main/texenv.h"
#include "main/teximage.h"
#include "main/texparam.h"
+#include "main/uniforms.h"
#include "main/varray.h"
#include "main/viewport.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
-#include "../glsl/ralloc.h"
+#include "util/ralloc.h"
/** Return offset in bytes of the field within a vertex struct */
#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
+static void
+setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
+ struct blit_state *blit,
+ struct gl_renderbuffer *src_rb,
+ GLenum target, GLenum filter)
+{
+ GLint loc_src_width, loc_src_height;
+ int i, samples;
+ int shader_offset = 0;
+ void *mem_ctx = ralloc_context(NULL);
+ char *fs_source;
+ char *name, *sample_number;
+ const uint8_t *sample_map;
+ char *sample_map_str = rzalloc_size(mem_ctx, 1);
+ char *sample_map_expr = rzalloc_size(mem_ctx, 1);
+ char *texel_fetch_macro = rzalloc_size(mem_ctx, 1);
+ const char *sampler_array_suffix = "";
+ float x_scale, y_scale;
+ enum blit_msaa_shader shader_index;
+
+ assert(src_rb);
+ samples = MAX2(src_rb->NumSamples, 1);
+
+ if (samples == 16)
+ x_scale = 4.0;
+ else
+ x_scale = 2.0;
+ y_scale = samples / x_scale;
+
+ /* We expect only power of 2 samples in source multisample buffer. */
+ assert(samples > 0 && _mesa_is_pow_two(samples));
+ while (samples >> (shader_offset + 1)) {
+ shader_offset++;
+ }
+ /* Update the assert if we plan to support more than 16X MSAA. */
+ assert(shader_offset > 0 && shader_offset <= 4);
+
+ assert(target == GL_TEXTURE_2D_MULTISAMPLE ||
+ target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
+
+ shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE +
+ shader_offset - 1;
+
+ if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
+ shader_index += BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE -
+ BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE;
+ sampler_array_suffix = "Array";
+ }
+
+ if (blit->msaa_shaders[shader_index]) {
+ _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+ /* Update the uniform values. */
+ loc_src_width =
+ _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
+ loc_src_height =
+ _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
+ _mesa_Uniform1f(loc_src_width, src_rb->Width);
+ _mesa_Uniform1f(loc_src_height, src_rb->Height);
+ return;
+ }
+
+ name = ralloc_asprintf(mem_ctx, "vec4 MSAA scaled resolve");
+
+ /* Below switch is used to setup the shader expression, which computes
+ * sample index and map it to to a sample number on hardware.
+ */
+ switch(samples) {
+ case 2:
+ sample_number = "sample_map[int(2 * fract(coord.x))]";
+ sample_map = ctx->Const.SampleMap2x;
+ break;
+ case 4:
+ sample_number = "sample_map[int(2 * fract(coord.x) + 4 * fract(coord.y))]";
+ sample_map = ctx->Const.SampleMap4x;
+ break;
+ case 8:
+ sample_number = "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
+ sample_map = ctx->Const.SampleMap8x;
+ break;
+ case 16:
+ sample_number = "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]";
+ sample_map = ctx->Const.SampleMap16x;
+ break;
+ default:
+ sample_number = NULL;
+ sample_map = NULL;
+ _mesa_problem(ctx, "Unsupported sample count %d\n", samples);
+ unreachable("Unsupported sample count");
+ }
+
+ /* Create sample map string. */
+ for (i = 0 ; i < samples - 1; i++) {
+ ralloc_asprintf_append(&sample_map_str, "%d, ", sample_map[i]);
+ }
+ ralloc_asprintf_append(&sample_map_str, "%d", sample_map[samples - 1]);
+
+ /* Create sample map expression using above string. */
+ ralloc_asprintf_append(&sample_map_expr,
+ " const int sample_map[%d] = int[%d](%s);\n",
+ samples, samples, sample_map_str);
+
+ if (target == GL_TEXTURE_2D_MULTISAMPLE) {
+ ralloc_asprintf_append(&texel_fetch_macro,
+ "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec2(coord), %s);\n",
+ sample_number);
+ } else {
+ ralloc_asprintf_append(&texel_fetch_macro,
+ "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec3(coord, layer), %s);\n",
+ sample_number);
+ }
+
+ static const char vs_source[] =
+ "#version 130\n"
+ "in vec2 position;\n"
+ "in vec3 textureCoords;\n"
+ "out vec2 texCoords;\n"
+ "flat out int layer;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords.xy;\n"
+ " layer = int(textureCoords.z);\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n"
+ ;
+
+ fs_source = ralloc_asprintf(mem_ctx,
+ "#version 130\n"
+ "#extension GL_ARB_texture_multisample : enable\n"
+ "uniform sampler2DMS%s texSampler;\n"
+ "uniform float src_width, src_height;\n"
+ "in vec2 texCoords;\n"
+ "flat in int layer;\n"
+ "out vec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ "%s"
+ " vec2 interp;\n"
+ " const vec2 scale = vec2(%ff, %ff);\n"
+ " const vec2 scale_inv = vec2(%ff, %ff);\n"
+ " const vec2 s_0_offset = vec2(%ff, %ff);\n"
+ " vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n"
+ " vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n"
+ " vec4 x_0_color, x_1_color;\n"
+ " vec2 tex_coord = texCoords - s_0_offset;\n"
+ "\n"
+ " tex_coord *= scale;\n"
+ " tex_coord.x = clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
+ " tex_coord.y = clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n"
+ " interp = fract(tex_coord);\n"
+ " tex_coord = ivec2(tex_coord) * scale_inv;\n"
+ "\n"
+ " /* Compute the sample coordinates used for filtering. */\n"
+ " s_0_coord = tex_coord;\n"
+ " s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n"
+ " s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n"
+ " s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n"
+ "\n"
+ " /* Fetch sample color values. */\n"
+ "%s"
+ " s_0_color = TEXEL_FETCH(s_0_coord)\n"
+ " s_1_color = TEXEL_FETCH(s_1_coord)\n"
+ " s_2_color = TEXEL_FETCH(s_2_coord)\n"
+ " s_3_color = TEXEL_FETCH(s_3_coord)\n"
+ "#undef TEXEL_FETCH\n"
+ "\n"
+ " /* Do bilinear filtering on sample colors. */\n"
+ " x_0_color = mix(s_0_color, s_1_color, interp.x);\n"
+ " x_1_color = mix(s_2_color, s_3_color, interp.x);\n"
+ " out_color = mix(x_0_color, x_1_color, interp.y);\n"
+ "}\n",
+ sampler_array_suffix,
+ sample_map_expr,
+ x_scale, y_scale,
+ 1.0f / x_scale, 1.0f / y_scale,
+ 0.5f / x_scale, 0.5f / y_scale,
+ texel_fetch_macro);
+
+ _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
+ &blit->msaa_shaders[shader_index]);
+ loc_src_width =
+ _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
+ loc_src_height =
+ _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
+ _mesa_Uniform1f(loc_src_width, src_rb->Width);
+ _mesa_Uniform1f(loc_src_height, src_rb->Height);
+
+ ralloc_free(mem_ctx);
+}
+
static void
setup_glsl_msaa_blit_shader(struct gl_context *ctx,
struct blit_state *blit,
+ const struct gl_framebuffer *drawFb,
struct gl_renderbuffer *src_rb,
GLenum target)
{
const char *sampler_array_suffix = "";
char *name;
const char *texcoord_type = "vec2";
+ int samples;
+ int shader_offset = 0;
if (src_rb) {
+ samples = MAX2(src_rb->NumSamples, 1);
src_datatype = _mesa_get_format_datatype(src_rb->Format);
} else {
/* depth-or-color glCopyTexImage fallback path that passes a NULL rb and
* doesn't handle integer.
*/
+ samples = 1;
src_datatype = GL_UNSIGNED_NORMALIZED;
}
- if (ctx->DrawBuffer->Visual.samples > 1) {
+ /* We expect only power of 2 samples in source multisample buffer. */
+ assert(samples > 0 && _mesa_is_pow_two(samples));
+ while (samples >> (shader_offset + 1)) {
+ shader_offset++;
+ }
+ /* Update the assert if we plan to support more than 16X MSAA. */
+ assert(shader_offset >= 0 && shader_offset <= 4);
+
+ if (drawFb->Visual.samples > 1) {
/* If you're calling meta_BlitFramebuffer with the destination
* multisampled, this is the only path that will work -- swrast and
* CopyTexImage won't work on it either.
switch (target) {
case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
- if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
- src_rb->_BaseFormat == GL_DEPTH_STENCIL) {
+ if (src_rb && (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
+ src_rb->_BaseFormat == GL_DEPTH_STENCIL)) {
if (dst_is_msaa)
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
else
} else {
if (dst_is_msaa)
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
- else
- shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
+ else {
+ shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
+ shader_offset;
+ }
}
if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
- shader_index += (BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
+ shader_index += (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
+ BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
sampler_array_suffix = "Array";
texcoord_type = "vec3";
}
break;
default:
- _mesa_problem(ctx, "Unkown texture target %s\n",
- _mesa_lookup_enum_by_nr(target));
- shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
+ _mesa_problem(ctx, "Unknown texture target %s\n",
+ _mesa_enum_to_string(target));
+ shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
}
/* We rely on the enum being sorted this way. */
- STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 1);
- STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
- BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 2);
+ STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
+ BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5);
+ STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
+ BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10);
if (src_datatype == GL_INT) {
- shader_index++;
+ shader_index += 5;
vec4_prefix = "i";
} else if (src_datatype == GL_UNSIGNED_INT) {
- shader_index += 2;
+ shader_index += 10;
vec4_prefix = "u";
} else {
vec4_prefix = "";
shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
char *sample_index;
- const char *arb_sample_shading_extension_string;
+ const char *tex_coords = "texCoords";
if (dst_is_msaa) {
- arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
sample_index = "gl_SampleID";
name = "depth MSAA copy";
+
+ if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
+ /* See comment below for the color copy */
+ tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
+ }
} else {
- /* Don't need that extension, since we're drawing to a single-sampled
- * destination.
- */
- arb_sample_shading_extension_string = "";
/* From the GL 4.3 spec:
*
* "If there is a multisample buffer (the value of SAMPLE_BUFFERS
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
- "%s\n"
+ "#extension GL_ARB_sample_shading : enable\n"
+ "#extension GL_ARB_gpu_shader5 : enable\n"
"uniform sampler2DMS%s texSampler;\n"
"in %s texCoords;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
- " gl_FragDepth = texelFetch(texSampler, i%s(texCoords), %s).r;\n"
+ " gl_FragDepth = texelFetch(texSampler, i%s(%s), %s).r;\n"
"}\n",
- arb_sample_shading_extension_string,
sampler_array_suffix,
texcoord_type,
texcoord_type,
+ tex_coords,
sample_index);
} else {
/* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
* sample). Yes, this is ridiculous.
*/
- int samples;
char *sample_resolve;
- const char *arb_sample_shading_extension_string;
const char *merge_function;
name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
vec4_prefix,
dst_is_msaa ? "copy" : "resolve");
- samples = MAX2(src_rb->NumSamples, 1);
-
if (dst_is_msaa) {
- arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
- sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, i%s(texCoords), gl_SampleID);", texcoord_type);
+ const char *tex_coords;
+
+ if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
+ /* If interpolateAtOffset is available then it will be used to
+ * force the interpolation to the center. This is required at
+ * least on Intel hardware because it is possible to have a sample
+ * position on the 0 x or y axis which means it will lie exactly
+ * on the pixel boundary. If we let the hardware interpolate the
+ * coordinates at one of these positions then it is possible for
+ * it to jump to a neighboring texel when converting to ints due
+ * to rounding errors. This is only done for >= 16x MSAA because
+ * it probably has some overhead. It is more likely that some
+ * hardware will use one of these problematic positions at 16x
+ * MSAA because in that case in D3D they are defined to be at
+ * these positions.
+ */
+ tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
+ } else {
+ tex_coords = "texCoords";
+ }
+
+ sample_resolve =
+ ralloc_asprintf(mem_ctx,
+ " out_color = texelFetch(texSampler, "
+ "i%s(%s), gl_SampleID);",
+ texcoord_type, tex_coords);
+
merge_function = "";
} else {
int i;
"vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
}
- arb_sample_shading_extension_string = "";
-
/* We're assuming power of two samples for this resolution procedure.
*
* To avoid losing any floating point precision if the samples all
* (so the floating point exponent just gets increased), rather than
* doing a naive sum and dividing.
*/
- assert((samples & (samples - 1)) == 0);
+ assert(_mesa_is_pow_two(samples));
/* Fetch each individual sample. */
sample_resolve = rzalloc_size(mem_ctx, 1);
for (i = 0; i < samples; i++) {
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
- "%s\n"
+ "#extension GL_ARB_sample_shading : enable\n"
+ "#extension GL_ARB_gpu_shader5 : enable\n"
"#define gvec4 %svec4\n"
"uniform %ssampler2DMS%s texSampler;\n"
"in %s texCoords;\n"
"{\n"
"%s\n" /* sample_resolve */
"}\n",
- arb_sample_shading_extension_string,
vec4_prefix,
vec4_prefix,
sampler_array_suffix,
static void
setup_glsl_blit_framebuffer(struct gl_context *ctx,
struct blit_state *blit,
+ const struct gl_framebuffer *drawFb,
struct gl_renderbuffer *src_rb,
- GLenum target)
+ GLenum target, GLenum filter,
+ bool is_scaled_blit,
+ bool do_depth)
{
unsigned texcoord_size;
+ bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE ||
+ target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
+ bool is_filter_scaled_resolve = filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
+ filter == GL_SCALED_RESOLVE_NICEST_EXT;
/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
- _mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true,
+ _mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->buf_obj, true,
2, texcoord_size, 0);
- if (target == GL_TEXTURE_2D_MULTISAMPLE ||
- target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
- setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target);
+ if (is_target_multisample && is_filter_scaled_resolve && is_scaled_blit) {
+ setup_glsl_msaa_blit_scaled_shader(ctx, blit, src_rb, target, filter);
+ } else if (is_target_multisample) {
+ setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target);
} else {
- _mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
+ _mesa_meta_setup_blit_shader(ctx, target, do_depth,
+ do_depth ? &blit->shaders_with_depth
+ : &blit->shaders_without_depth);
}
}
*/
static bool
blitframebuffer_texture(struct gl_context *ctx,
+ const struct gl_framebuffer *readFb,
+ const struct gl_framebuffer *drawFb,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLenum filter, GLint flipX, GLint flipY,
GLboolean glsl_version, GLboolean do_depth)
{
- const struct gl_framebuffer *readFb = ctx->ReadBuffer;
int att_index = do_depth ? BUFFER_DEPTH : readFb->_ColorReadBufferIndex;
const struct gl_renderbuffer_attachment *readAtt =
&readFb->Attachment[att_index];
const GLint dstY = MIN2(dstY0, dstY1);
const GLint dstW = abs(dstX1 - dstX0);
const GLint dstH = abs(dstY1 - dstY0);
+ const int srcW = abs(srcX1 - srcX0);
+ const int srcH = abs(srcY1 - srcY0);
+ bool scaled_blit = false;
struct gl_texture_object *texObj;
GLuint srcLevel;
GLenum target;
if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
return false;
- if (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
- filter == GL_SCALED_RESOLVE_NICEST_EXT) {
- filter = GL_LINEAR;
- }
-
_mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);
if (readAtt->Texture &&
}
} else {
GLenum tex_base_format;
- int srcW = abs(srcY1 - srcY0);
- int srcH = abs(srcY1 - srcY0);
/* Fall back to doing a CopyTexSubImage to get the destination
* renderbuffer into a texture.
*/
srcLevel = 0;
target = meta_temp_texture->Target;
texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj);
+ if (texObj == NULL) {
+ return false;
+ }
_mesa_meta_setup_copypix_texture(ctx, meta_temp_texture,
srcX0, srcY0,
fb_tex_blit.maxLevelSave = texObj->MaxLevel;
fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;
+ scaled_blit = dstW != srcW || dstH != srcH;
+
if (glsl_version) {
- setup_glsl_blit_framebuffer(ctx, blit, rb, target);
+ setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, filter, scaled_blit,
+ do_depth);
}
else {
- _mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
- &ctx->Meta->Blit.VBO,
+ _mesa_meta_setup_ff_tnl_for_blit(ctx,
+ &ctx->Meta->Blit.VAO,
+ &ctx->Meta->Blit.buf_obj,
2);
}
*/
if (ctx->Extensions.EXT_texture_sRGB_decode) {
if (_mesa_get_format_color_encoding(rb->Format) == GL_SRGB &&
- ctx->DrawBuffer->Visual.sRGBCapable) {
+ drawFb->Visual.sRGBCapable) {
_mesa_SamplerParameteri(fb_tex_blit.sampler,
GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
_mesa_set_framebuffer_srgb(ctx, GL_TRUE);
if (target == GL_TEXTURE_2D) {
const struct gl_texture_image *texImage
- = _mesa_select_tex_image(ctx, texObj, target, srcLevel);
+ = _mesa_select_tex_image(texObj, target, srcLevel);
s0 = srcX0 / (float) texImage->Width;
s1 = srcX1 / (float) texImage->Width;
t0 = srcY0 / (float) texImage->Height;
verts[3].tex[1] = t1;
verts[3].tex[2] = readAtt->Zoffset;
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_buffer_sub_data(ctx, blit->buf_obj, 0, sizeof(verts), verts,
+ __func__);
}
/* setup viewport */
GLenum *target)
{
struct gl_texture_image *texImage;
+ GLuint tempTex;
if (rb->NumSamples > 1)
*target = GL_TEXTURE_2D_MULTISAMPLE;
else
*target = GL_TEXTURE_2D;
- _mesa_GenTextures(1, tex);
+ tempTex = 0;
+ _mesa_GenTextures(1, &tempTex);
+ if (tempTex == 0)
+ return false;
+
+ *tex = tempTex;
+
_mesa_BindTexture(*target, *tex);
*texObj = _mesa_lookup_texture(ctx, *tex);
texImage = _mesa_get_tex_image(ctx, *texObj, *target, 0);
GLenum target, GLenum filter, GLuint srcLevel)
{
GLuint sampler;
+ GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
+ filter == GL_SCALED_RESOLVE_NICEST_EXT) ?
+ GL_NEAREST : filter;
_mesa_GenSamplers(1, &sampler);
_mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
/* Prepare src texture state */
_mesa_BindTexture(target, texObj->Name);
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, tex_filter);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, tex_filter);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
*/
GLbitfield
_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
+ const struct gl_framebuffer *readFb,
+ const struct gl_framebuffer *drawFb,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
ctx->Extensions.ARB_fragment_shader;
/* Multisample texture blit support requires texture multisample. */
- if (ctx->ReadBuffer->Visual.samples > 0 &&
+ if (readFb->Visual.samples > 0 &&
!ctx->Extensions.ARB_texture_multisample) {
return mask;
}
/* Clip a copy of the blit coordinates. If these differ from the input
* coordinates, then we'll set the scissor.
*/
- if (!_mesa_clip_blit(ctx, &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
+ if (!_mesa_clip_blit(ctx, readFb, drawFb,
+ &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
&clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) {
/* clipped/scissored everything away */
return 0;
*/
_mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
+ /* Dithering shouldn't be performed for glBlitFramebuffer */
+ _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
+
/* If the clipping earlier changed the destination rect at all, then
* enable the scissor to clip to it.
*/
/* Try faster, direct texture approach first */
if (mask & GL_COLOR_BUFFER_BIT) {
- if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
+ if (blitframebuffer_texture(ctx, readFb, drawFb,
+ srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
filter, dstFlipX, dstFlipY,
use_glsl_version, false)) {
}
if (mask & GL_DEPTH_BUFFER_BIT && use_glsl_version) {
- if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
+ if (blitframebuffer_texture(ctx, readFb, drawFb,
+ srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
filter, dstFlipX, dstFlipY,
use_glsl_version, true)) {
}
void
-_mesa_meta_glsl_blit_cleanup(struct blit_state *blit)
+_mesa_meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
{
if (blit->VAO) {
_mesa_DeleteVertexArrays(1, &blit->VAO);
blit->VAO = 0;
- _mesa_DeleteBuffers(1, &blit->VBO);
- blit->VBO = 0;
+ _mesa_reference_buffer_object(ctx, &blit->buf_obj, NULL);
}
- _mesa_meta_blit_shader_table_cleanup(&blit->shaders);
+ _mesa_meta_blit_shader_table_cleanup(&blit->shaders_with_depth);
+ _mesa_meta_blit_shader_table_cleanup(&blit->shaders_without_depth);
_mesa_DeleteTextures(1, &blit->depthTex.TexObj);
blit->depthTex.TexObj = 0;
void
_mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx,
+ struct gl_framebuffer *readFb,
+ struct gl_framebuffer *drawFb,
GLint srcX0, GLint srcY0,
GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
- mask = _mesa_meta_BlitFramebuffer(ctx,
+ mask = _mesa_meta_BlitFramebuffer(ctx, readFb, drawFb,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
if (mask == 0x0)
return;
- _swrast_BlitFramebuffer(ctx,
+ _swrast_BlitFramebuffer(ctx, readFb, drawFb,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);