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 *vs_source;
const char *sampler_array_suffix = "";
- const char *texcoord_type = "vec2";
- float y_scale;
+ float x_scale, y_scale;
enum blit_msaa_shader shader_index;
assert(src_rb);
samples = MAX2(src_rb->NumSamples, 1);
- y_scale = samples * 0.5;
+
+ 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 8X MSAA. */
- assert(shader_offset > 0 && shader_offset < 4);
+ /* 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_ARRAY_SCALED_RESOLVE -
BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE;
sampler_array_suffix = "Array";
- texcoord_type = "vec3";
}
if (blit->msaa_shaders[shader_index]) {
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;
" const int sample_map[%d] = int[%d](%s);\n",
samples, samples, sample_map_str);
- ralloc_asprintf_append(&texel_fetch_macro,
- "#define TEXEL_FETCH(coord) texelFetch(texSampler, i%s(coord), %s);\n",
- texcoord_type, sample_number);
+ 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);
+ }
- vs_source = ralloc_asprintf(mem_ctx,
+ static const char vs_source[] =
"#version 130\n"
"in vec2 position;\n"
- "in %s textureCoords;\n"
- "out %s texCoords;\n"
+ "in vec3 textureCoords;\n"
+ "out vec2 texCoords;\n"
+ "flat out int layer;\n"
"void main()\n"
"{\n"
- " texCoords = textureCoords;\n"
+ " texCoords = textureCoords.xy;\n"
+ " layer = int(textureCoords.z);\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
- "}\n",
- texcoord_type,
- texcoord_type);
+ "}\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 %s texCoords;\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(2.0f, %ff);\n"
- " const vec2 scale_inv = vec2(0.5f, %ff);\n"
- " const vec2 s_0_offset = vec2(0.25f, %ff);\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"
" out_color = mix(x_0_color, x_1_color, interp.y);\n"
"}\n",
sampler_array_suffix,
- texcoord_type,
sample_map_expr,
- y_scale,
- 1.0f / y_scale,
- 1.0f / samples,
+ 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,
}
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 *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.
*/
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");
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
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,
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);