/** 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)
-{
- 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 && util_is_power_of_two_nonzero(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,
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(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);
- } else if (is_target_multisample) {
+ if (is_target_multisample) {
setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target);
} else {
_mesa_meta_setup_blit_shader(ctx, target, do_depth,
result[0] = ((bits >> 4) & 0xf) / 16.0f;
result[1] = (bits & 0xf) / 16.0f;
}
-
-/**
- * Sample index layout shows the numbering of slots in a rectangular
- * grid of samples with in a pixel. Sample number layout shows the
- * rectangular grid of samples roughly corresponding to the real sample
- * locations with in a pixel. Sample number layout matches the sample
- * index layout in case of 2X and 4x MSAA, but they are different in
- * case of 8X MSAA.
- *
- * 8X MSAA sample index layout 8x MSAA sample number layout
- * --------- ---------
- * | 0 | 1 | | 1 | 0 |
- * --------- ---------
- *
- * 4X MSAA sample index / number layout
- * ---------
- * | 0 | 1 |
- * ---------
- * | 2 | 3 |
- * ---------
- *
- * 8X MSAA sample index layout 8x MSAA sample number layout
- * --------- ---------
- * | 0 | 1 | | 5 | 2 |
- * --------- ---------
- * | 2 | 3 | | 4 | 6 |
- * --------- ---------
- * | 4 | 5 | | 0 | 3 |
- * --------- ---------
- * | 6 | 7 | | 7 | 1 |
- * --------- ---------
- *
- * 16X MSAA sample index layout 16x MSAA sample number layout
- * ----------------- -----------------
- * | 0 | 1 | 2 | 3 | |15 |10 | 9 | 7 |
- * ----------------- -----------------
- * | 4 | 5 | 6 | 7 | | 4 | 1 | 3 |13 |
- * ----------------- -----------------
- * | 8 | 9 |10 |11 | |12 | 2 | 0 | 6 |
- * ----------------- -----------------
- * |12 |13 |14 |15 | |11 | 8 | 5 |14 |
- * ----------------- -----------------
- *
- * A sample map is used to map sample indices to sample numbers.
- */
-void
-gen6_set_sample_maps(struct gl_context *ctx)
-{
- uint8_t map_2x[2] = {1, 0};
- uint8_t map_4x[4] = {0, 1, 2, 3};
- uint8_t map_8x[8] = {3, 7, 5, 0, 1, 2, 4, 6};
- uint8_t map_16x[16] = { 15, 10, 9, 7, 4, 1, 3, 13,
- 12, 2, 0, 6, 11, 8, 5, 14 };
-
- memcpy(ctx->Const.SampleMap2x, map_2x, sizeof(map_2x));
- memcpy(ctx->Const.SampleMap4x, map_4x, sizeof(map_4x));
- memcpy(ctx->Const.SampleMap8x, map_8x, sizeof(map_8x));
- memcpy(ctx->Const.SampleMap16x, map_16x, sizeof(map_16x));
-}