From: Eric Anholt Date: Tue, 4 Feb 2014 23:00:46 +0000 (-0800) Subject: meta: Use BindRenderbufferTexImage() for meta glBlitFramebuffer(). X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=067c7b67e8080bb2ad9ed857f1e62ddae8da6e6d;p=mesa.git meta: Use BindRenderbufferTexImage() for meta glBlitFramebuffer(). This avoids a CopyTexImage() on Intel i965 hardware without blorp. v2: Move the !readAtt check up higher. v3: Rebase on idr's changes, plus readAtt check is totally gone, and also fix a typo in a comment. Reviewed-by: Kenneth Graunke (v2) --- diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c index 637c59df4c5..bfbf6ac0d33 100644 --- a/src/mesa/drivers/common/meta_blit.c +++ b/src/mesa/drivers/common/meta_blit.c @@ -94,8 +94,10 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx, } /** - * Try to do a glBlitFramebuffer using no-copy texturing. - * We can do this when the src renderbuffer is actually a texture. + * Try to do a color-only glBlitFramebuffer using texturing. + * + * We can do this when the src renderbuffer is actually a texture, or when the + * driver exposes BindRenderbufferTexImage(). */ static bool blitframebuffer_texture(struct gl_context *ctx, @@ -112,7 +114,7 @@ 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 struct gl_texture_object *texObj = readAtt->Texture; + struct gl_texture_object *texObj; GLuint srcLevel; GLint baseLevelSave; GLint maxLevelSave; @@ -120,22 +122,55 @@ blitframebuffer_texture(struct gl_context *ctx, GLuint sampler, samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; - - if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) { - /* Can't handle other texture types at this time */ - return mask; - } + GLuint tempTex = 0; if (readAtt->Texture) { + /* If there's a texture attached of a type we can handle, then just use + * it directly. + */ srcLevel = readAtt->TextureLevel; texObj = readAtt->Texture; + target = texObj->Target; + + if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) + return false; + } else if (ctx->Driver.BindRenderbufferTexImage) { + /* Otherwise, we need the driver to be able to bind a renderbuffer as + * a texture image. + */ + struct gl_texture_image *texImage; + struct gl_renderbuffer *rb = readAtt->Renderbuffer; + + target = GL_TEXTURE_2D; + _mesa_GenTextures(1, &tempTex); + _mesa_BindTexture(target, tempTex); + srcLevel = 0; + texObj = _mesa_lookup_texture(ctx, tempTex); + texImage = _mesa_get_tex_image(ctx, texObj, target, srcLevel); + + if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) { + _mesa_DeleteTextures(1, &tempTex); + return false; + } else { + if (ctx->Driver.FinishRenderTexture && + !rb->NeedsFinishRenderTexture) { + rb->NeedsFinishRenderTexture = true; + ctx->Driver.FinishRenderTexture(ctx, rb); + } + + if (_mesa_is_winsys_fbo(readFb)) { + GLint temp = srcY0; + srcY0 = rb->Height - srcY1; + srcY1 = rb->Height - temp; + flipY = -flipY; + } + } } else { return false; } baseLevelSave = texObj->BaseLevel; maxLevelSave = texObj->MaxLevel; - target = texObj->Target; if (glsl_version) { setup_glsl_blit_framebuffer(ctx, blit, target); @@ -242,6 +277,8 @@ blitframebuffer_texture(struct gl_context *ctx, _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); _mesa_DeleteSamplers(1, &sampler); + if (tempTex) + _mesa_DeleteTextures(1, &tempTex); return true; }