setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
struct blit_state *blit,
struct gl_renderbuffer *src_rb,
- GLenum target, GLenum filter)
+ GLenum target)
{
GLint loc_src_width, loc_src_height;
int i, samples;
"#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"
+ " 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,
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";
+ /* From the OpenGL ES 3.2 spec section 16.2.1:
+ *
+ * "If the source formats are integer types or stencil values,
+ * a single sample's value is selected for each pixel."
+ *
+ * The OpenGL 4.4 spec contains exactly the same language.
+ *
+ * We can accomplish this by making the merge function return just
+ * one of the two samples. The compiler should do the rest.
+ */
+ merge_function = "gvec4 merge(gvec4 a, gvec4 b) { return a; }\n";
} else {
/* The divide will happen at the end for floats. */
merge_function =
2, texcoord_size, 0);
if (is_target_multisample && is_filter_scaled_resolve && is_scaled_blit) {
- setup_glsl_msaa_blit_scaled_shader(ctx, blit, src_rb, target, filter);
+ setup_glsl_msaa_blit_scaled_shader(ctx, blit, src_rb, target);
} else if (is_target_multisample) {
setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target);
} else {
*/
srcLevel = readAtt->TextureLevel;
texObj = readAtt->Texture;
- target = texObj->Target;
} else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
- if (!_mesa_meta_bind_rb_as_tex_image(ctx, rb, &fb_tex_blit.tempTex,
- &texObj, &target))
+ if (!_mesa_meta_bind_rb_as_tex_image(ctx, rb, &texObj))
return false;
+ fb_tex_blit.tempTex = texObj->Name;
+
srcLevel = 0;
if (_mesa_is_winsys_fbo(readFb)) {
GLint temp = srcY0;
}
srcLevel = 0;
- target = meta_temp_texture->Target;
texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj);
if (texObj == NULL) {
return false;
tex_base_format,
filter);
+ assert(texObj->Target == meta_temp_texture->Target);
srcX0 = 0;
srcY0 = 0;
srcY1 = srcH;
}
+ target = texObj->Target;
fb_tex_blit.baseLevelSave = texObj->BaseLevel;
fb_tex_blit.maxLevelSave = texObj->MaxLevel;
fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;
fb_tex_blit.samp_obj = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
srcLevel);
- /* 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) {
- if (_mesa_get_format_color_encoding(rb->Format) == GL_SRGB &&
- drawFb->Visual.sRGBCapable) {
- _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj,
- GL_DECODE_EXT);
- _mesa_set_framebuffer_srgb(ctx, GL_TRUE);
- } else {
- _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj,
- GL_SKIP_DECODE_EXT);
- /* set_framebuffer_srgb was set by _mesa_meta_begin(). */
- }
+ /* The GL 4.4 spec, section 18.3.1 ("Blitting Pixel Rectangles") says:
+ *
+ * "When values are taken from the read buffer, if FRAMEBUFFER_SRGB
+ * is enabled and the value of FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING
+ * for the framebuffer attachment corresponding to the read buffer
+ * is SRGB (see section 9.2.3), the red, green, and blue components
+ * are converted from the non-linear sRGB color space according to
+ * equation 3.24.
+ *
+ * When values are written to the draw buffers, blit operations
+ * bypass most of the fragment pipeline. The only fragment
+ * operations which affect a blit are the pixel ownership test,
+ * the scissor test, and sRGB conversion (see section 17.3.9)."
+ *
+ * ES 3.0 contains nearly the exact same text, but omits the part
+ * about GL_FRAMEBUFFER_SRGB as that doesn't exist in ES. Mesa
+ * defaults it to on for ES contexts, so we can safely check it.
+ */
+ const bool decode =
+ ctx->Color.sRGBEnabled &&
+ _mesa_get_format_color_encoding(rb->Format) == GL_SRGB;
+
+ _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj,
+ decode ? GL_DECODE_EXT
+ : GL_SKIP_DECODE_EXT);
}
if (!glsl_version) {
verts[3].tex[1] = t1;
verts[3].tex[2] = readAtt->Zoffset;
- _mesa_buffer_sub_data(ctx, blit->buf_obj, 0, sizeof(verts), verts,
- __func__);
+ _mesa_buffer_sub_data(ctx, blit->buf_obj, 0, sizeof(verts), verts);
}
/* setup viewport */
struct gl_texture_object *const texObj =
_mesa_get_current_tex_object(ctx, target);
- /* Restore texture object state, the texture binding will
- * be restored by _mesa_meta_end().
- */
- if (target != GL_TEXTURE_RECTANGLE_ARB) {
- _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
- &blit->baseLevelSave, false);
- _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
- &blit->maxLevelSave, false);
- }
+ /* Either there is no temporary texture or the temporary texture is bound. */
+ assert(blit->tempTex == 0 || texObj->Name == blit->tempTex);
- /* If ARB_stencil_texturing is not supported, the mode won't have changed. */
- if (texObj->StencilSampling != blit->stencilSamplingSave) {
- /* GLint so the compiler won't complain about type signedness mismatch
- * in the call to _mesa_texture_parameteriv below.
+ /* Restore texture object state, the texture binding will be restored by
+ * _mesa_meta_end(). If the texture is the temporary texture that is about
+ * to be destroyed, don't bother restoring its state.
+ */
+ if (blit->tempTex == 0) {
+ /* If the target restricts values for base level or max level, we assume
+ * that the original values were valid.
*/
- const GLint param = blit->stencilSamplingSave ?
- GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;
+ if (blit->baseLevelSave != texObj->BaseLevel)
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
+ &blit->baseLevelSave, false);
+
+ if (blit->maxLevelSave != texObj->MaxLevel)
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
+ &blit->maxLevelSave, false);
+
+ /* If ARB_stencil_texturing is not supported, the mode won't have changed. */
+ if (texObj->StencilSampling != blit->stencilSamplingSave) {
+ /* GLint so the compiler won't complain about type signedness mismatch
+ * in the call to _mesa_texture_parameteriv below.
+ */
+ const GLint param = blit->stencilSamplingSave ?
+ GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;
- _mesa_texture_parameteriv(ctx, texObj, GL_DEPTH_STENCIL_TEXTURE_MODE,
- ¶m, false);
+ _mesa_texture_parameteriv(ctx, texObj, GL_DEPTH_STENCIL_TEXTURE_MODE,
+ ¶m, false);
+ }
}
_mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, blit->samp_obj_save);
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_object **texObj)
{
struct gl_texture_image *texImage;
GLuint tempTex;
-
- if (rb->NumSamples > 1)
- *target = GL_TEXTURE_2D_MULTISAMPLE;
- else
- *target = GL_TEXTURE_2D;
+ const GLenum target = rb->NumSamples > 1
+ ? GL_TEXTURE_2D_MULTISAMPLE : 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);
+ _mesa_BindTexture(target, tempTex);
+ *texObj = _mesa_lookup_texture(ctx, tempTex);
+ texImage = _mesa_get_tex_image(ctx, *texObj, target, 0);
if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
- _mesa_DeleteTextures(1, tex);
+ _mesa_DeleteTextures(1, &tempTex);
return false;
}
ctx->Driver.FinishRenderTexture(ctx, rb);
}
+ assert(target == (*texObj)->Target);
+ assert(tempTex == (*texObj)->Name);
return true;
}
return 0;
}
- /* Only scissor affects blit, but we're doing to set a custom scissor if
- * necessary anyway, so save/clear state.
+ /* Only scissor and FRAMEBUFFER_SRGB affect blit. Leave sRGB alone, but
+ * save restore scissor as we'll set a custom scissor if necessary.
*/
- _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
+ _mesa_meta_begin(ctx, MESA_META_ALL &
+ ~(MESA_META_DRAW_BUFFERS |
+ MESA_META_FRAMEBUFFER_SRGB));
/* Dithering shouldn't be performed for glBlitFramebuffer */
_mesa_set_enable(ctx, GL_DITHER, GL_FALSE);