From: Christoph Bumiller Date: Wed, 3 Aug 2011 14:01:41 +0000 (+0200) Subject: st/mesa: implement multisample resolve via BlitFramebuffer X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=f253d83bc72e7d26df8cd3a04747b3d46a8543e6;p=mesa.git st/mesa: implement multisample resolve via BlitFramebuffer --- diff --git a/src/mesa/state_tracker/st_cb_blit.c b/src/mesa/state_tracker/st_cb_blit.c index 416be194d11..276d10fb557 100644 --- a/src/mesa/state_tracker/st_cb_blit.c +++ b/src/mesa/state_tracker/st_cb_blit.c @@ -61,6 +61,81 @@ st_destroy_blit(struct st_context *st) #if FEATURE_EXT_framebuffer_blit +static void +st_BlitFramebuffer_resolve(struct gl_context *ctx, + GLbitfield mask, + struct pipe_resolve_info *info) +{ + const GLbitfield depthStencil = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; + + struct st_context *st = st_context(ctx); + + struct st_renderbuffer *srcRb, *dstRb; + + if (mask & GL_COLOR_BUFFER_BIT) { + srcRb = st_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer); + dstRb = st_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]); + + info->mask = PIPE_MASK_RGBA; + + info->src.res = srcRb->texture; + info->src.layer = srcRb->surface->u.tex.first_layer; + info->dst.res = dstRb->texture; + info->dst.level = dstRb->surface->u.tex.level; + info->dst.layer = dstRb->surface->u.tex.first_layer; + + st->pipe->resource_resolve(st->pipe, info); + } + + if (mask & depthStencil) { + struct gl_renderbuffer_attachment *srcDepth, *srcStencil; + struct gl_renderbuffer_attachment *dstDepth, *dstStencil; + + srcDepth = &ctx->ReadBuffer->Attachment[BUFFER_DEPTH]; + dstDepth = &ctx->DrawBuffer->Attachment[BUFFER_DEPTH]; + srcStencil = &ctx->ReadBuffer->Attachment[BUFFER_STENCIL]; + dstStencil = &ctx->DrawBuffer->Attachment[BUFFER_STENCIL]; + + const boolean combined = + st_is_depth_stencil_combined(srcDepth, srcStencil) && + st_is_depth_stencil_combined(dstDepth, dstStencil); + + if ((mask & GL_DEPTH_BUFFER_BIT) || combined) { + /* resolve depth and, if combined and requested, stencil as well */ + srcRb = st_renderbuffer(srcDepth->Renderbuffer); + dstRb = st_renderbuffer(dstDepth->Renderbuffer); + + info->mask = (mask & GL_DEPTH_BUFFER_BIT) ? PIPE_MASK_Z : 0; + if (combined && (mask & GL_STENCIL_BUFFER_BIT)) + info->mask |= PIPE_MASK_S; + + info->src.res = srcRb->texture; + info->src.layer = srcRb->surface->u.tex.first_layer; + info->dst.res = dstRb->texture; + info->dst.level = dstRb->surface->u.tex.level; + info->dst.layer = dstRb->surface->u.tex.first_layer; + + st->pipe->resource_resolve(st->pipe, info); + } + + if (mask & GL_STENCIL_BUFFER_BIT) { + /* resolve separate stencil buffer */ + srcRb = st_renderbuffer(srcStencil->Renderbuffer); + dstRb = st_renderbuffer(dstStencil->Renderbuffer); + + info->mask = PIPE_MASK_S; + + info->src.res = srcRb->texture; + info->src.layer = srcRb->surface->u.tex.first_layer; + info->dst.res = dstRb->texture; + info->dst.level = dstRb->surface->u.tex.level; + info->dst.layer = dstRb->surface->u.tex.first_layer; + + st->pipe->resource_resolve(st->pipe, info); + } + } +} + static void st_BlitFramebuffer(struct gl_context *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, @@ -95,6 +170,42 @@ st_BlitFramebuffer(struct gl_context *ctx, srcY1 = readFB->Height - srcY1; } + /* Disable conditional rendering. */ + if (st->render_condition) { + st->pipe->render_condition(st->pipe, NULL, 0); + } + + if (readFB->Visual.sampleBuffers > drawFB->Visual.sampleBuffers) { + struct pipe_resolve_info info; + + if (dstX0 < dstX1) { + info.dst.x0 = dstX0; + info.dst.x1 = dstX1; + info.src.x0 = srcX0; + info.src.x1 = srcX1; + } else { + info.dst.x0 = dstX1; + info.dst.x1 = dstX0; + info.src.x0 = srcX1; + info.src.x1 = srcX0; + } + if (dstY0 < dstY1) { + info.dst.y0 = dstY0; + info.dst.y1 = dstY1; + info.src.y0 = srcY0; + info.src.y1 = srcY1; + } else { + info.dst.y0 = dstY1; + info.dst.y1 = dstY0; + info.src.y0 = srcY1; + info.src.y1 = srcY0; + } + + st_BlitFramebuffer_resolve(ctx, mask, &info); /* filter doesn't apply */ + + goto done; + } + if (srcY0 > srcY1 && dstY0 > dstY1) { /* Both src and dst are upside down. Swap Y to make it * right-side up to increase odds of using a fast path. @@ -109,11 +220,6 @@ st_BlitFramebuffer(struct gl_context *ctx, dstY1 = tmp; } - /* Disable conditional rendering. */ - if (st->render_condition) { - st->pipe->render_condition(st->pipe, NULL, 0); - } - if (mask & GL_COLOR_BUFFER_BIT) { struct gl_renderbuffer_attachment *srcAtt = &readFB->Attachment[readFB->_ColorReadBufferIndex];