X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fdrivers%2Fcommon%2Fmeta_blit.c;h=991d52f21e9e1e12e73fe161447f5a94600aae33;hb=e2f707ce5b569e40c2a3821149f87659553467f9;hp=5929619f309ef0cbc578bb3f94099b8f7f900d20;hpb=a6022e5405a11ef24e3870ca86ffbbb52929ad4f;p=mesa.git diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c index 5929619f309..991d52f21e9 100644 --- a/src/mesa/drivers/common/meta_blit.c +++ b/src/mesa/drivers/common/meta_blit.c @@ -45,18 +45,211 @@ #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)) +static void +setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx, + struct blit_state *blit, + struct gl_renderbuffer *src_rb, + GLenum target, GLenum filter) +{ + 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(src_rb); + samples = MAX2(src_rb->NumSamples, 1); + + 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 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_meta_use_program(ctx, blit->msaa_shaders[shader_index]); + /* Update the uniform values. */ + loc_src_width = + _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width"); + loc_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; + } + + 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" + "#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" + "{\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_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width"); + loc_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); + + ralloc_free(mem_ctx); +} + static void 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) { @@ -70,17 +263,29 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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; } - if (ctx->DrawBuffer->Visual.samples > 1) { + /* 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. @@ -98,8 +303,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, switch (target) { case GL_TEXTURE_2D_MULTISAMPLE: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: - if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT || - src_rb->_BaseFormat == GL_DEPTH_STENCIL) { + 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 @@ -107,40 +312,42 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, } else { if (dst_is_msaa) shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY; - else - shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE; + else { + shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + + shader_offset; + } } if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { - shader_index += (BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE - - BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE); + 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, "Unkown texture target %s\n", - _mesa_lookup_enum_by_nr(target)); - shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE; + _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_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT == - BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 1); - STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT == - BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 2); + 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++; + shader_index += 5; vec4_prefix = "i"; } else if (src_datatype == GL_UNSIGNED_INT) { - shader_index += 2; + shader_index += 10; vec4_prefix = "u"; } else { vec4_prefix = ""; } if (blit->msaa_shaders[shader_index]) { - _mesa_UseProgram(blit->msaa_shaders[shader_index]); + _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]); return; } @@ -151,17 +358,17 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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 @@ -178,8 +385,9 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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" @@ -191,53 +399,82 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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. */ - int samples; 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"); - samples = MAX2(src_rb->NumSamples, 1); - 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; 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 = "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 @@ -245,7 +482,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, * (so the floating point exponent just gets increased), rather than * doing a naive sum and dividing. */ - assert((samples & (samples - 1)) == 0); + assert(_mesa_is_pow_two(samples)); /* Fetch each individual sample. */ sample_resolve = rzalloc_size(mem_ctx, 1); for (i = 0; i < samples; i++) { @@ -280,8 +517,9 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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" @@ -293,7 +531,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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" @@ -304,7 +543,6 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, "{\n" "%s\n" /* sample_resolve */ "}\n", - arb_sample_shading_extension_string, vec4_prefix, vec4_prefix, sampler_array_suffix, @@ -322,24 +560,34 @@ setup_glsl_msaa_blit_shader(struct gl_context *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 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); 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 (target == GL_TEXTURE_2D_MULTISAMPLE || - target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { - setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target); + 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, &blit->shaders); + _mesa_meta_setup_blit_shader(ctx, target, do_depth, + do_depth ? &blit->shaders_with_depth + : &blit->shaders_without_depth); } } @@ -351,12 +599,13 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx, */ 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 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[att_index]; @@ -366,6 +615,9 @@ blitframebuffer_texture(struct gl_context *ctx, 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; GLenum target; @@ -375,11 +627,6 @@ blitframebuffer_texture(struct gl_context *ctx, if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample) return false; - if (filter == GL_SCALED_RESOLVE_FASTEST_EXT || - filter == GL_SCALED_RESOLVE_NICEST_EXT) { - filter = GL_LINEAR; - } - _mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit); if (readAtt->Texture && @@ -407,8 +654,6 @@ blitframebuffer_texture(struct gl_context *ctx, } } else { GLenum tex_base_format; - int srcW = abs(srcY1 - srcY0); - int srcH = abs(srcY1 - srcY0); /* Fall back to doing a CopyTexSubImage to get the destination * renderbuffer into a texture. */ @@ -430,6 +675,9 @@ blitframebuffer_texture(struct gl_context *ctx, srcLevel = 0; target = meta_temp_texture->Target; texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj); + if (texObj == NULL) { + return false; + } _mesa_meta_setup_copypix_texture(ctx, meta_temp_texture, srcX0, srcY0, @@ -448,12 +696,16 @@ blitframebuffer_texture(struct gl_context *ctx, 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, rb, 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); } @@ -463,37 +715,35 @@ blitframebuffer_texture(struct gl_context *ctx, 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 && - ctx->DrawBuffer->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_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) { @@ -508,7 +758,7 @@ blitframebuffer_texture(struct gl_context *ctx, 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; @@ -550,7 +800,8 @@ blitframebuffer_texture(struct gl_context *ctx, 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 */ @@ -567,12 +818,20 @@ blitframebuffer_texture(struct gl_context *ctx, } 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; } @@ -580,26 +839,35 @@ void _mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target, struct fb_tex_blit_state *blit) { + 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_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, blit->baseLevelSave); - _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, blit->maxLevelSave); + _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL, + &blit->baseLevelSave, false); + _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, + &blit->maxLevelSave, false); + } - if (ctx->Extensions.ARB_stencil_texturing) { - const struct gl_texture_object *texObj = - _mesa_get_current_tex_object(ctx, target); + /* 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); + _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); } @@ -612,13 +880,20 @@ _mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx, GLenum *target) { struct gl_texture_image *texImage; + GLuint tempTex; if (rb->NumSamples > 1) *target = GL_TEXTURE_2D_MULTISAMPLE; else *target = GL_TEXTURE_2D; - _mesa_GenTextures(1, tex); + 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); @@ -636,28 +911,35 @@ _mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx, return true; } -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, 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_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; } /** @@ -666,6 +948,8 @@ _mesa_meta_setup_sampler(struct gl_context *ctx, */ 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) @@ -687,7 +971,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, ctx->Extensions.ARB_fragment_shader; /* Multisample texture blit support requires texture multisample. */ - if (ctx->ReadBuffer->Visual.samples > 0 && + if (readFb->Visual.samples > 0 && !ctx->Extensions.ARB_texture_multisample) { return mask; } @@ -695,16 +979,22 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, /* Clip a copy of the blit coordinates. If these differ from the input * coordinates, then we'll set the scissor. */ - if (!_mesa_clip_blit(ctx, &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1, + 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; } - /* 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); /* If the clipping earlier changed the destination rect at all, then * enable the scissor to clip to it. @@ -720,7 +1010,8 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, /* Try faster, direct texture approach first */ if (mask & GL_COLOR_BUFFER_BIT) { - if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, + if (blitframebuffer_texture(ctx, readFb, drawFb, + srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, filter, dstFlipX, dstFlipY, use_glsl_version, false)) { @@ -729,7 +1020,8 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, } if (mask & GL_DEPTH_BUFFER_BIT && use_glsl_version) { - if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, + if (blitframebuffer_texture(ctx, readFb, drawFb, + srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, filter, dstFlipX, dstFlipY, use_glsl_version, true)) { @@ -747,16 +1039,16 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, } 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); + _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; @@ -764,20 +1056,22 @@ _mesa_meta_glsl_blit_cleanup(struct blit_state *blit) 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, + mask = _mesa_meta_BlitFramebuffer(ctx, readFb, drawFb, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); if (mask == 0x0) return; - _swrast_BlitFramebuffer(ctx, + _swrast_BlitFramebuffer(ctx, readFb, drawFb, srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);