}
break;
default:
- _mesa_problem(ctx, "Unkown texture target %s\n",
+ _mesa_problem(ctx, "Unknown texture target %s\n",
_mesa_enum_to_string(target));
shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_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:
*
"#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(texCoords), %s).r;\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
dst_is_msaa ? "copy" : "resolve");
if (dst_is_msaa) {
- 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;
"#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"
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 (is_target_multisample && is_filter_scaled_resolve && is_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);
}
printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
*/
- fb_tex_blit.sampler = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
- srcLevel);
+ 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.
*
if (ctx->Extensions.EXT_texture_sRGB_decode) {
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_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj,
+ 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);
+ _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj,
+ GL_SKIP_DECODE_EXT);
/* set_framebuffer_srgb was set by _mesa_meta_begin(). */
}
}
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 */
}
void
-_mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx,
+_mesa_meta_fb_tex_blit_begin(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;
+ /* None of the existing callers preinitialize fb_tex_blit_state to zeros,
+ * and both use stack variables. If samp_obj_save is not NULL,
+ * _mesa_reference_sampler_object will try to dereference it. Leaving
+ * random garbage in samp_obj_save can only lead to crashes.
+ *
+ * Since the state isn't persistent across calls, we won't catch ref
+ * counting problems.
+ */
+ blit->samp_obj_save = NULL;
+ _mesa_reference_sampler_object(ctx, &blit->samp_obj_save,
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
blit->tempTex = 0;
}
}
}
- _mesa_BindSampler(ctx->Texture.CurrentUnit, blit->samplerSave);
- _mesa_DeleteSamplers(1, &blit->sampler);
+ _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, blit->samp_obj_save);
+ _mesa_reference_sampler_object(ctx, &blit->samp_obj_save, NULL);
+ _mesa_reference_sampler_object(ctx, &blit->samp_obj, NULL);
+
if (blit->tempTex)
_mesa_DeleteTextures(1, &blit->tempTex);
}
return true;
}
-GLuint
+struct gl_sampler_object *
_mesa_meta_setup_sampler(struct gl_context *ctx,
const struct gl_texture_object *texObj,
GLenum target, GLenum filter, GLuint srcLevel)
{
- GLuint sampler;
+ struct gl_sampler_object *samp_obj;
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);
+ samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
+ if (samp_obj == NULL)
+ return NULL;
+
+ _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj);
+ _mesa_set_sampler_filters(ctx, samp_obj, tex_filter, tex_filter);
+ _mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
+ samp_obj->WrapR);
/* 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;
+ return samp_obj;
}
/**
}
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_with_depth);