/** 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 *vs_source;
+ const char *sampler_array_suffix = "";
+ const char *texcoord_type = "vec2";
+ float y_scale;
+ enum blit_msaa_shader shader_index;
+
+ assert(src_rb);
+ samples = MAX2(src_rb->NumSamples, 1);
+ y_scale = samples * 0.5;
+
+ /* We expect only power of 2 samples in source multisample buffer. */
+ assert((samples & (samples - 1)) == 0);
+ 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);
+
+ 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";
+ texcoord_type = "vec3";
+ }
+
+ if (blit->msaa_shaders[shader_index]) {
+ _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+ /* Update the uniform values. */
+ loc_src_width =
+ glGetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
+ loc_src_height =
+ glGetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
+ glUniform1f(loc_src_width, src_rb->Width);
+ glUniform1f(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;
+ default:
+ _mesa_problem(ctx, "Unsupported sample count %d\n", samples);
+ }
+
+ /* 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);
+
+ ralloc_asprintf_append(&texel_fetch_macro,
+ "#define TEXEL_FETCH(coord) texelFetch(texSampler, i%s(coord), %s);\n",
+ texcoord_type, sample_number);
+
+ vs_source = ralloc_asprintf(mem_ctx,
+ "#version 130\n"
+ "in vec2 position;\n"
+ "in %s textureCoords;\n"
+ "out %s texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n",
+ texcoord_type,
+ texcoord_type);
+ 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"
+ "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"
+ " 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"
+ " clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
+ " 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,
+ texcoord_type,
+ sample_map_expr,
+ y_scale,
+ 1.0f / y_scale,
+ 1.0f / samples,
+ texel_fetch_macro);
+
+ _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
+ &blit->msaa_shaders[shader_index]);
+ loc_src_width =
+ glGetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
+ loc_src_height =
+ glGetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
+ glUniform1f(loc_src_width, src_rb->Width);
+ glUniform1f(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,
setup_glsl_blit_framebuffer(struct gl_context *ctx,
struct blit_state *blit,
struct gl_renderbuffer *src_rb,
- GLenum target)
+ GLenum target, GLenum filter,
+ bool is_scaled_blit)
{
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);
_mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true,
2, texcoord_size, 0);
- if (target == GL_TEXTURE_2D_MULTISAMPLE ||
- target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
+ 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, src_rb, target);
} else {
_mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
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;
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 &&
}
} else {
GLenum tex_base_format;
- int srcW = abs(srcX1 - srcX0);
- int srcH = abs(srcY1 - srcY0);
/* Fall back to doing a CopyTexSubImage to get the destination
* renderbuffer into a texture.
*/
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, rb, target, filter, scaled_blit);
}
else {
_mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
GLenum target, GLenum filter, GLuint srcLevel)
{
GLuint sampler;
+ 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);
/* 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);
+ _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);