#include "main/condrender.h"
#include "main/depth.h"
#include "main/enable.h"
+#include "main/enums.h"
#include "main/fbobject.h"
+#include "main/image.h"
#include "main/macros.h"
#include "main/matrix.h"
+#include "main/multisample.h"
+#include "main/objectlabel.h"
#include "main/readpix.h"
+#include "main/scissor.h"
#include "main/shaderapi.h"
#include "main/texobj.h"
#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))
-/**
- * One-time init for drawing depth pixels.
- */
static void
-init_blit_depth_pixels(struct gl_context *ctx)
+setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
+ struct blit_state *blit,
+ struct gl_renderbuffer *src_rb,
+ GLenum target, GLenum filter)
{
- static const char *program =
- "!!ARBfp1.0\n"
- "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
- "END \n";
- char program2[200];
- struct blit_state *blit = &ctx->Meta->Blit;
- struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
- const char *texTarget;
+ 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(blit->DepthFP == 0);
+ assert(src_rb);
+ samples = MAX2(src_rb->NumSamples, 1);
- /* replace %s with "RECT" or "2D" */
- assert(strlen(program) + 4 < sizeof(program2));
- if (tex->Target == GL_TEXTURE_RECTANGLE)
- texTarget = "RECT";
+ if (samples == 16)
+ x_scale = 4.0;
else
- texTarget = "2D";
- _mesa_snprintf(program2, sizeof(program2), program, texTarget);
+ 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);
- _mesa_GenProgramsARB(1, &blit->DepthFP);
- _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
- _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
- strlen(program2), (const GLubyte *) program2);
+ ralloc_free(mem_ctx);
}
static void
-setup_glsl_blit_framebuffer(struct gl_context *ctx,
+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 *vs_source;
+ char *fs_source;
+ void *mem_ctx;
+ enum blit_msaa_shader shader_index;
+ bool dst_is_msaa = false;
+ GLenum src_datatype;
+ const char *vec4_prefix;
+ 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;
+ }
+
+ /* 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.
+ */
+ assert(ctx->Extensions.ARB_sample_shading);
+
+ dst_is_msaa = true;
+
+ /* We need shader invocation per sample, not per pixel */
+ _mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE);
+ _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE);
+ _mesa_MinSampleShading(1.0);
+ }
+
+ switch (target) {
+ case GL_TEXTURE_2D_MULTISAMPLE:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
+ 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
+ shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
+ } else {
+ if (dst_is_msaa)
+ shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
+ else {
+ shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
+ shader_offset;
+ }
+ }
+
+ if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
+ 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, "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_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 += 5;
+ vec4_prefix = "i";
+ } else if (src_datatype == GL_UNSIGNED_INT) {
+ shader_index += 10;
+ vec4_prefix = "u";
+ } else {
+ vec4_prefix = "";
+ }
+
+ if (blit->msaa_shaders[shader_index]) {
+ _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+ return;
+ }
+
+ mem_ctx = ralloc_context(NULL);
+
+ if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
+ shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE ||
+ shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
+ shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
+ char *sample_index;
+ const char *tex_coords = "texCoords";
+
+ if (dst_is_msaa) {
+ 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 {
+ /* From the GL 4.3 spec:
+ *
+ * "If there is a multisample buffer (the value of SAMPLE_BUFFERS
+ * is one), then values are obtained from the depth samples in
+ * this buffer. It is recommended that the depth value of the
+ * centermost sample be used, though implementations may choose
+ * any function of the depth sample values at each pixel.
+ *
+ * We're slacking and instead of choosing centermost, we've got 0.
+ */
+ sample_index = "0";
+ name = "depth MSAA resolve";
+ }
+
+ vs_source = ralloc_asprintf(mem_ctx,
+ "#version 130\n"
+ "in vec2 position;\n"
+ "in %s textureCoords;\n"
+ "out %s texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n",
+ texcoord_type,
+ texcoord_type);
+ fs_source = ralloc_asprintf(mem_ctx,
+ "#version 130\n"
+ "#extension GL_ARB_texture_multisample : enable\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(%s), %s).r;\n"
+ "}\n",
+ 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.
+ */
+ char *sample_resolve;
+ const char *merge_function;
+ name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
+ vec4_prefix,
+ dst_is_msaa ? "copy" : "resolve");
+
+ if (dst_is_msaa) {
+ 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;
+ int step;
+
+ if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
+ merge_function =
+ "gvec4 merge(gvec4 a, gvec4 b) { return (a >> gvec4(1)) + (b >> gvec4(1)) + (a & b & gvec4(1)); }\n";
+ } else {
+ /* The divide will happen at the end for floats. */
+ merge_function =
+ "vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
+ }
+
+ /* We're assuming power of two samples for this resolution procedure.
+ *
+ * To avoid losing any floating point precision if the samples all
+ * happen to have the same value, we merge pairs of values at a time
+ * (so the floating point exponent just gets increased), rather than
+ * doing a naive sum and dividing.
+ */
+ assert(_mesa_is_pow_two(samples));
+ /* Fetch each individual sample. */
+ sample_resolve = rzalloc_size(mem_ctx, 1);
+ for (i = 0; i < samples; i++) {
+ ralloc_asprintf_append(&sample_resolve,
+ " gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n",
+ i, texcoord_type, i);
+ }
+ /* Now, merge each pair of samples, then merge each pair of those,
+ * etc.
+ */
+ for (step = 2; step <= samples; step *= 2) {
+ for (i = 0; i < samples; i += step) {
+ ralloc_asprintf_append(&sample_resolve,
+ " gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
+ step, i,
+ step / 2, i,
+ step / 2, i + step / 2);
+ }
+ }
+
+ /* Scale the final result. */
+ if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) {
+ ralloc_asprintf_append(&sample_resolve,
+ " out_color = sample_%d_0;\n",
+ samples);
+ } else {
+ ralloc_asprintf_append(&sample_resolve,
+ " gl_FragColor = sample_%d_0 / %f;\n",
+ samples, (float)samples);
+ }
+ }
+
+ vs_source = ralloc_asprintf(mem_ctx,
+ "#version 130\n"
+ "in vec2 position;\n"
+ "in %s textureCoords;\n"
+ "out %s texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n",
+ texcoord_type,
+ texcoord_type);
+ fs_source = ralloc_asprintf(mem_ctx,
+ "#version 130\n"
+ "#extension GL_ARB_texture_multisample : enable\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"
+ "out gvec4 out_color;\n"
+ "\n"
+ "%s" /* merge_function */
+ "void main()\n"
+ "{\n"
+ "%s\n" /* sample_resolve */
+ "}\n",
+ vec4_prefix,
+ vec4_prefix,
+ sampler_array_suffix,
+ texcoord_type,
+ merge_function,
+ sample_resolve);
+ }
+
+ _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
+ &blit->msaa_shaders[shader_index]);
+
+ ralloc_free(mem_ctx);
+}
+
+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 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);
- _mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
+ texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
+
+ _mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->buf_obj, true,
+ 2, texcoord_size, 0);
- _mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
+ 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, do_depth,
+ do_depth ? &blit->shaders_with_depth
+ : &blit->shaders_without_depth);
+ }
}
/**
- * Try to do a color-only glBlitFramebuffer using texturing.
+ * Try to do a color or depth glBlitFramebuffer using texturing.
*
* We can do this when the src renderbuffer is actually a texture, or when the
* driver exposes BindRenderbufferTexImage().
*/
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 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[readFb->_ColorReadBufferIndex];
+ &readFb->Attachment[att_index];
struct blit_state *blit = &ctx->Meta->Blit;
+ struct fb_tex_blit_state fb_tex_blit;
const GLint dstX = MIN2(dstX0, dstX1);
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;
- GLint baseLevelSave;
- GLint maxLevelSave;
GLenum target;
- GLuint sampler, samplerSave =
- ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
- ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
- GLuint tempTex = 0;
+ struct gl_renderbuffer *rb = readAtt->Renderbuffer;
+ struct temp_texture *meta_temp_texture;
+
+ if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
+ return false;
+
+ _mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);
- if (readAtt->Texture) {
+ if (readAtt->Texture &&
+ (readAtt->Texture->Target == GL_TEXTURE_2D ||
+ readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
+ readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE ||
+ readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
/* If there's a texture attached of a type we can handle, then just use
* it directly.
*/
srcLevel = readAtt->TextureLevel;
texObj = readAtt->Texture;
target = texObj->Target;
-
- if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB)
+ } else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
+ if (!_mesa_meta_bind_rb_as_tex_image(ctx, rb, &fb_tex_blit.tempTex,
+ &texObj, &target))
return false;
- } else if (ctx->Driver.BindRenderbufferTexImage) {
- /* Otherwise, we need the driver to be able to bind a renderbuffer as
- * a texture image.
- */
- struct gl_texture_image *texImage;
- struct gl_renderbuffer *rb = readAtt->Renderbuffer;
- target = GL_TEXTURE_2D;
- _mesa_GenTextures(1, &tempTex);
- _mesa_BindTexture(target, tempTex);
srcLevel = 0;
- texObj = _mesa_lookup_texture(ctx, tempTex);
- texImage = _mesa_get_tex_image(ctx, texObj, target, srcLevel);
+ if (_mesa_is_winsys_fbo(readFb)) {
+ GLint temp = srcY0;
+ srcY0 = rb->Height - srcY1;
+ srcY1 = rb->Height - temp;
+ flipY = -flipY;
+ }
+ } else {
+ GLenum tex_base_format;
+ /* Fall back to doing a CopyTexSubImage to get the destination
+ * renderbuffer into a texture.
+ */
+ if (ctx->Meta->Blit.no_ctsi_fallback)
+ return false;
- if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
- _mesa_DeleteTextures(1, &tempTex);
+ if (rb->NumSamples > 1)
return false;
+
+ if (do_depth) {
+ meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx);
+ tex_base_format = GL_DEPTH_COMPONENT;
} else {
- if (ctx->Driver.FinishRenderTexture &&
- !rb->NeedsFinishRenderTexture) {
- rb->NeedsFinishRenderTexture = true;
- ctx->Driver.FinishRenderTexture(ctx, rb);
- }
+ meta_temp_texture = _mesa_meta_get_temp_texture(ctx);
+ tex_base_format =
+ _mesa_base_tex_format(ctx, rb->InternalFormat);
+ }
- if (_mesa_is_winsys_fbo(readFb)) {
- GLint temp = srcY0;
- srcY0 = rb->Height - srcY1;
- srcY1 = rb->Height - temp;
- flipY = -flipY;
- }
+ srcLevel = 0;
+ target = meta_temp_texture->Target;
+ texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj);
+ if (texObj == NULL) {
+ return false;
}
- } else {
- return false;
+
+ _mesa_meta_setup_copypix_texture(ctx, meta_temp_texture,
+ srcX0, srcY0,
+ srcW, srcH,
+ tex_base_format,
+ filter);
+
+
+ srcX0 = 0;
+ srcY0 = 0;
+ srcX1 = srcW;
+ srcY1 = srcH;
}
- baseLevelSave = texObj->BaseLevel;
- maxLevelSave = texObj->MaxLevel;
+ fb_tex_blit.baseLevelSave = texObj->BaseLevel;
+ 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, 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);
}
- _mesa_GenSamplers(1, &sampler);
- _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
-
/*
printf("Blit from texture!\n");
printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
*/
- /* 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);
- if (target != GL_TEXTURE_RECTANGLE_ARB) {
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
- }
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ fb_tex_blit.sampler = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
+ srcLevel);
- /* Always do our blits with no sRGB decode or encode. Note that
- * GL_FRAMEBUFFER_SRGB has already been disabled by
- * _mesa_meta_begin().
+ /* Always do our blits with no net sRGB decode or encode.
+ *
+ * However, if both the src and dst can be srgb decode/encoded, enable them
+ * so that we do any blending (from scaling or from MSAA resolves) in the
+ * right colorspace.
+ *
+ * Our choice of not doing any net encode/decode is from the GL 3.0
+ * specification:
+ *
+ * "Blit operations bypass the fragment pipeline. The only fragment
+ * operations which affect a blit are the pixel ownership test and the
+ * scissor test."
+ *
+ * The GL 4.4 specification disagrees and says that the sRGB part of the
+ * fragment pipeline applies, but this was found to break applications.
*/
if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
- GL_SKIP_DECODE_EXT);
+ if (_mesa_get_format_color_encoding(rb->Format) == GL_SRGB &&
+ drawFb->Visual.sRGBCapable) {
+ _mesa_SamplerParameteri(fb_tex_blit.sampler,
+ GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
+ _mesa_set_framebuffer_srgb(ctx, GL_TRUE);
+ } else {
+ _mesa_SamplerParameteri(fb_tex_blit.sampler,
+ GL_TEXTURE_SRGB_DECODE_EXT,
+ GL_SKIP_DECODE_EXT);
+ /* set_framebuffer_srgb was set by _mesa_meta_begin(). */
+ }
}
- if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
+ if (!glsl_version) {
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
_mesa_set_enable(ctx, target, 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;
t1 = srcY1 / (float) texImage->Height;
}
else {
- assert(target == GL_TEXTURE_RECTANGLE_ARB);
+ assert(target == GL_TEXTURE_RECTANGLE_ARB ||
+ target == GL_TEXTURE_2D_MULTISAMPLE ||
+ target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
s0 = (float) srcX0;
s1 = (float) srcX1;
t0 = (float) srcY0;
verts[0].tex[0] = s0;
verts[0].tex[1] = t0;
+ verts[0].tex[2] = readAtt->Zoffset;
verts[1].tex[0] = s1;
verts[1].tex[1] = t0;
+ verts[1].tex[2] = readAtt->Zoffset;
verts[2].tex[0] = s1;
verts[2].tex[1] = t1;
+ verts[2].tex[2] = readAtt->Zoffset;
verts[3].tex[0] = s0;
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 */
_mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
- _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- _mesa_DepthMask(GL_FALSE);
+ _mesa_ColorMask(!do_depth, !do_depth, !do_depth, !do_depth);
+ _mesa_set_enable(ctx, GL_DEPTH_TEST, do_depth);
+ _mesa_DepthMask(do_depth);
+ _mesa_DepthFunc(GL_ALWAYS);
+
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ _mesa_meta_fb_tex_blit_end(ctx, target, &fb_tex_blit);
+
+ return true;
+}
+
+void
+_mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx,
+ struct fb_tex_blit_state *blit)
+{
+ blit->samplerSave =
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+ blit->tempTex = 0;
+}
+void
+_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
+ struct fb_tex_blit_state *blit)
+{
/* Restore texture object state, the texture binding will
* be restored by _mesa_meta_end().
*/
if (target != GL_TEXTURE_RECTANGLE_ARB) {
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, blit->baseLevelSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, blit->maxLevelSave);
+
+ if (ctx->Extensions.ARB_stencil_texturing) {
+ const struct gl_texture_object *texObj =
+ _mesa_get_current_tex_object(ctx, target);
+
+ if (texObj->StencilSampling != blit->stencilSamplingSave)
+ _mesa_TexParameteri(target, GL_DEPTH_STENCIL_TEXTURE_MODE,
+ blit->stencilSamplingSave ?
+ GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
+ }
+ }
+
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, blit->samplerSave);
+ _mesa_DeleteSamplers(1, &blit->sampler);
+ if (blit->tempTex)
+ _mesa_DeleteTextures(1, &blit->tempTex);
+}
+
+GLboolean
+_mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
+ struct gl_renderbuffer *rb,
+ GLuint *tex,
+ struct gl_texture_object **texObj,
+ GLenum *target)
+{
+ struct gl_texture_image *texImage;
+ GLuint tempTex;
+
+ if (rb->NumSamples > 1)
+ *target = GL_TEXTURE_2D_MULTISAMPLE;
+ else
+ *target = GL_TEXTURE_2D;
+
+ 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);
+
+ if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
+ _mesa_DeleteTextures(1, tex);
+ return false;
}
- _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
- _mesa_DeleteSamplers(1, &sampler);
- if (tempTex)
- _mesa_DeleteTextures(1, &tempTex);
+ if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
+ rb->NeedsFinishRenderTexture = true;
+ ctx->Driver.FinishRenderTexture(ctx, rb);
+ }
return true;
}
+GLuint
+_mesa_meta_setup_sampler(struct gl_context *ctx,
+ const struct gl_texture_object *texObj,
+ 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, 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);
+ }
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ return sampler;
+}
+
/**
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
* of texture mapping and polygon rendering.
*/
-void
+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)
{
- struct blit_state *blit = &ctx->Meta->Blit;
- struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
- struct temp_texture *depthTex = _mesa_meta_get_temp_depth_texture(ctx);
- const GLsizei maxTexSize = tex->MaxSize;
- const GLint srcX = MIN2(srcX0, srcX1);
- const GLint srcY = MIN2(srcY0, srcY1);
- const GLint srcW = abs(srcX1 - srcX0);
- const GLint srcH = abs(srcY1 - srcY0);
- const GLint dstX = MIN2(dstX0, dstX1);
- const GLint dstY = MIN2(dstY0, dstY1);
const GLint dstW = abs(dstX1 - dstX0);
const GLint dstH = abs(dstY1 - dstY0);
- const GLint srcFlipX = (srcX1 - srcX0) / srcW;
- const GLint srcFlipY = (srcY1 - srcY0) / srcH;
const GLint dstFlipX = (dstX1 - dstX0) / dstW;
const GLint dstFlipY = (dstY1 - dstY0) / dstH;
- const GLint flipX = srcFlipX * dstFlipX;
- const GLint flipY = srcFlipY * dstFlipY;
-
- struct vertex verts[4];
- GLboolean newTex;
- const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
- ctx->Extensions.ARB_fragment_shader &&
- (ctx->API != API_OPENGLES);
- /* In addition to falling back if the blit size is larger than the maximum
- * texture size, fallback if the source is multisampled. This fallback can
- * be removed once Mesa gets support ARB_texture_multisample.
- */
- if (srcW > maxTexSize || srcH > maxTexSize
- || ctx->ReadBuffer->Visual.samples > 0) {
- /* XXX avoid this fallback */
- _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
- dstX0, dstY0, dstX1, dstY1, mask, filter);
- return;
- }
+ struct {
+ GLint srcX0, srcY0, srcX1, srcY1;
+ GLint dstX0, dstY0, dstX1, dstY1;
+ } clip = {
+ srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1
+ };
- /* only scissor effects blit so save/clear all other relevant state */
- _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
+ const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
+ ctx->Extensions.ARB_fragment_shader;
- /* Try faster, direct texture approach first */
- if (mask & GL_COLOR_BUFFER_BIT) {
- if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
- dstX0, dstY0, dstX1, dstY1,
- filter, dstFlipX, dstFlipY,
- use_glsl_version)) {
- mask &= ~GL_COLOR_BUFFER_BIT;
- if (mask == 0x0) {
- _mesa_meta_end(ctx);
- return;
- }
- }
+ /* Multisample texture blit support requires texture multisample. */
+ if (readFb->Visual.samples > 0 &&
+ !ctx->Extensions.ARB_texture_multisample) {
+ return mask;
}
- /* Choose between glsl version and fixed function version of
- * BlitFramebuffer function.
+ /* Clip a copy of the blit coordinates. If these differ from the input
+ * coordinates, then we'll set the scissor.
*/
- if (use_glsl_version) {
- setup_glsl_blit_framebuffer(ctx, blit, tex->Target);
+ 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;
}
- else {
- _mesa_meta_setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2);
- }
-
- /* Silence valgrind warnings about reading uninitialized stack. */
- memset(verts, 0, sizeof(verts));
- /* Continue with "normal" approach which involves copying the src rect
- * into a temporary texture and is "blitted" by drawing a textured quad.
+ /* Only scissor affects blit, but we're doing to set a custom scissor if
+ * necessary anyway, so save/clear state.
*/
- {
- /* setup vertex positions */
- verts[0].x = -1.0F * flipX;
- verts[0].y = -1.0F * flipY;
- verts[1].x = 1.0F * flipX;
- verts[1].y = -1.0F * flipY;
- verts[2].x = 1.0F * flipX;
- verts[2].y = 1.0F * flipY;
- verts[3].x = -1.0F * flipX;
- verts[3].y = 1.0F * flipY;
+ _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);
- /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
- * tokens.
+ /* If the clipping earlier changed the destination rect at all, then
+ * enable the scissor to clip to it.
*/
- if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
- _mesa_set_enable(ctx, tex->Target, GL_TRUE);
+ if (clip.dstX0 != dstX0 || clip.dstY0 != dstY0 ||
+ clip.dstX1 != dstX1 || clip.dstY1 != dstY1) {
+ _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
+ _mesa_Scissor(MIN2(clip.dstX0, clip.dstX1),
+ MIN2(clip.dstY0, clip.dstY1),
+ abs(clip.dstX0 - clip.dstX1),
+ abs(clip.dstY0 - clip.dstY1));
+ }
+ /* Try faster, direct texture approach first */
if (mask & GL_COLOR_BUFFER_BIT) {
- const struct gl_framebuffer *readFb = ctx->ReadBuffer;
- const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer;
- const GLenum rb_base_format =
- _mesa_base_tex_format(ctx, colorReadRb->InternalFormat);
-
- /* Using the exact source rectangle to create the texture does incorrect
- * linear filtering along the edges. So, allocate the texture extended along
- * edges by one pixel in x, y directions.
- */
- _mesa_meta_setup_copypix_texture(ctx, tex,
- srcX - 1, srcY - 1, srcW + 2, srcH + 2,
- rb_base_format, filter);
- /* texcoords (after texture allocation!) */
- {
- verts[0].tex[0] = 1.0F;
- verts[0].tex[1] = 1.0F;
- verts[1].tex[0] = tex->Sright - 1.0F;
- verts[1].tex[1] = 1.0F;
- verts[2].tex[0] = tex->Sright - 1.0F;
- verts[2].tex[1] = tex->Ttop - 1.0F;
- verts[3].tex[0] = 1.0F;
- verts[3].tex[1] = tex->Ttop - 1.0F;
-
- /* upload new vertex data */
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ if (blitframebuffer_texture(ctx, readFb, drawFb,
+ srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1,
+ filter, dstFlipX, dstFlipY,
+ use_glsl_version, false)) {
+ mask &= ~GL_COLOR_BUFFER_BIT;
}
-
- _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
- _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
- _mesa_DepthMask(GL_FALSE);
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- mask &= ~GL_COLOR_BUFFER_BIT;
}
- if ((mask & GL_DEPTH_BUFFER_BIT) &&
- _mesa_is_desktop_gl(ctx) &&
- ctx->Extensions.ARB_depth_texture &&
- ctx->Extensions.ARB_fragment_program) {
-
- GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
-
- if (tmp) {
-
- newTex = _mesa_meta_alloc_texture(depthTex, srcW, srcH,
- GL_DEPTH_COMPONENT);
- _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT,
- GL_UNSIGNED_INT, tmp);
- _mesa_meta_setup_drawpix_texture(ctx, depthTex, newTex,
- srcW, srcH, GL_DEPTH_COMPONENT,
- GL_UNSIGNED_INT, tmp);
-
- /* texcoords (after texture allocation!) */
- {
- verts[0].tex[0] = 0.0F;
- verts[0].tex[1] = 0.0F;
- verts[1].tex[0] = depthTex->Sright;
- verts[1].tex[1] = 0.0F;
- verts[2].tex[0] = depthTex->Sright;
- verts[2].tex[1] = depthTex->Ttop;
- verts[3].tex[0] = 0.0F;
- verts[3].tex[1] = depthTex->Ttop;
-
- /* upload new vertex data */
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
- }
-
- if (!blit->DepthFP)
- init_blit_depth_pixels(ctx);
-
- _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
- _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
- _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
- _mesa_DepthFunc(GL_ALWAYS);
- _mesa_DepthMask(GL_TRUE);
-
- _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ if (mask & GL_DEPTH_BUFFER_BIT && use_glsl_version) {
+ if (blitframebuffer_texture(ctx, readFb, drawFb,
+ srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1,
+ filter, dstFlipX, dstFlipY,
+ use_glsl_version, true)) {
mask &= ~GL_DEPTH_BUFFER_BIT;
-
- free(tmp);
}
}
/* XXX can't easily do stencil */
}
- if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
- _mesa_set_enable(ctx, tex->Target, GL_FALSE);
-
_mesa_meta_end(ctx);
- if (mask) {
- _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
- dstX0, dstY0, dstX1, dstY1, mask, filter);
- }
+ return mask;
}
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;
- }
- if (blit->DepthFP) {
- _mesa_DeleteProgramsARB(1, &blit->DepthFP);
- blit->DepthFP = 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, readFb, drawFb,
+ srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1,
+ mask, filter);
+ if (mask == 0x0)
+ return;
+
+ _swrast_BlitFramebuffer(ctx, readFb, drawFb,
+ srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1,
+ mask, filter);
+}