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;
}
if (blit->msaa_shaders[shader_index]) {
- _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+ _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
/* Update the uniform values. */
loc_src_width =
- _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
+ _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
loc_src_height =
- _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
+ _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
_mesa_Uniform1f(loc_src_width, src_rb->Width);
_mesa_Uniform1f(loc_src_height, src_rb->Height);
return;
static const char vs_source[] =
"#version 130\n"
- "in vec2 position;\n"
- "in vec3 textureCoords;\n"
+ "#extension GL_ARB_explicit_attrib_location: enable\n"
+ "layout(location = 0) in vec2 position;\n"
+ "layout(location = 1) in vec3 textureCoords;\n"
"out vec2 texCoords;\n"
"flat out int layer;\n"
"void main()\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"
+ " 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,
_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");
+ _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
loc_src_height =
- _mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
+ _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
_mesa_Uniform1f(loc_src_width, src_rb->Width);
_mesa_Uniform1f(loc_src_height, src_rb->Height);
}
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;
}
}
if (blit->msaa_shaders[shader_index]) {
- _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+ _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
return;
}
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
- "in vec2 position;\n"
- "in %s textureCoords;\n"
+ "#extension GL_ARB_explicit_attrib_location: enable\n"
+ "layout(location = 0) in vec2 position;\n"
+ "layout(location = 1) in %s textureCoords;\n"
"out %s texCoords;\n"
"void main()\n"
"{\n"
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 =
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
- "in vec2 position;\n"
- "in %s textureCoords;\n"
+ "#extension GL_ARB_explicit_attrib_location: enable\n"
+ "layout(location = 0) in vec2 position;\n"
+ "layout(location = 1) in %s textureCoords;\n"
"out %s texCoords;\n"
"void main()\n"
"{\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) {
- 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))
+ texObj = _mesa_meta_texture_object_from_renderbuffer(ctx, rb);
+ if (texObj == NULL)
return false;
+ fb_tex_blit.temp_tex_obj = texObj;
+
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);
+ texObj = meta_temp_texture->tex_obj;
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.tex_obj = texObj;
fb_tex_blit.baseLevelSave = texObj->BaseLevel;
fb_tex_blit.maxLevelSave = texObj->MaxLevel;
fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;
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.
- *
- * 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_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(). */
- }
+ /* 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_is_format_srgb(rb->Format);
+
+ _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_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_buffer_sub_data(ctx, blit->buf_obj, 0, sizeof(verts), verts);
}
/* 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;
- blit->tempTex = 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->temp_tex_obj = NULL;
}
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, blit->baseLevelSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, blit->maxLevelSave);
+ struct gl_texture_object *const texObj =
+ _mesa_get_current_tex_object(ctx, target);
+
+ /* Either there is no temporary texture or the temporary texture is bound. */
+ assert(blit->temp_tex_obj == NULL || blit->temp_tex_obj == texObj);
- if (ctx->Extensions.ARB_stencil_texturing) {
- const struct gl_texture_object *texObj =
- _mesa_get_current_tex_object(ctx, target);
+ /* 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->temp_tex_obj == NULL) {
+ /* If the target restricts values for base level or max level, we assume
+ * that the original values were valid.
+ */
+ 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;
- if (texObj->StencilSampling != blit->stencilSamplingSave)
- _mesa_TexParameteri(target, GL_DEPTH_STENCIL_TEXTURE_MODE,
- blit->stencilSamplingSave ?
- GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
+ _mesa_texture_parameteriv(ctx, texObj, GL_DEPTH_STENCIL_TEXTURE_MODE,
+ ¶m, false);
}
}
- _mesa_BindSampler(ctx->Texture.CurrentUnit, blit->samplerSave);
- _mesa_DeleteSamplers(1, &blit->sampler);
- if (blit->tempTex)
- _mesa_DeleteTextures(1, &blit->tempTex);
+ _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);
+ _mesa_delete_nameless_texture(ctx, blit->temp_tex_obj);
}
-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 *
+_mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
+ struct gl_renderbuffer *rb)
{
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;
+ struct gl_texture_object *texObj;
+ const GLenum target = rb->NumSamples > 1
+ ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
- _mesa_BindTexture(*target, *tex);
- *texObj = _mesa_lookup_texture(ctx, *tex);
- texImage = _mesa_get_tex_image(ctx, *texObj, *target, 0);
+ texObj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, target);
+ texImage = _mesa_get_tex_image(ctx, texObj, target, 0);
if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
- _mesa_DeleteTextures(1, tex);
- return false;
+ _mesa_delete_nameless_texture(ctx, texObj);
+ return NULL;
}
if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
ctx->Driver.FinishRenderTexture(ctx, rb);
}
- return true;
+ return texObj;
}
-GLuint
+struct gl_sampler_object *
_mesa_meta_setup_sampler(struct gl_context *ctx,
- const struct gl_texture_object *texObj,
+ 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);
+ _mesa_bind_texture(ctx, target, texObj);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
+ (GLint *) &srcLevel, false);
+ _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
+ (GLint *) &srcLevel, false);
}
- _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;
}
/**
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);
}
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);
- _mesa_meta_blit_shader_table_cleanup(&blit->shaders_without_depth);
+ _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_with_depth);
+ _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_without_depth);
- _mesa_DeleteTextures(1, &blit->depthTex.TexObj);
- blit->depthTex.TexObj = 0;
+ if (blit->depthTex.tex_obj != NULL) {
+ _mesa_delete_nameless_texture(ctx, blit->depthTex.tex_obj);
+ blit->depthTex.tex_obj = NULL;
+ }
}
void