From 3e4ccf499e1d0dd8bf6864f3aba96d58f0a96048 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Mon, 3 Feb 2014 15:31:01 -0800 Subject: [PATCH] meta: Move glBlitFramebuffer() to a separate file. v2: Drop a bunch of unnecessary includes (by Kenneth), rebase on idr's changes. Reviewed-by: Kenneth Graunke (v1) --- src/mesa/Makefile.sources | 1 + src/mesa/drivers/common/meta.c | 420 ------------------------- src/mesa/drivers/common/meta_blit.c | 466 ++++++++++++++++++++++++++++ 3 files changed, 467 insertions(+), 420 deletions(-) create mode 100644 src/mesa/drivers/common/meta_blit.c diff --git a/src/mesa/Makefile.sources b/src/mesa/Makefile.sources index bd02d3ee802..1ce94deaa07 100644 --- a/src/mesa/Makefile.sources +++ b/src/mesa/Makefile.sources @@ -319,6 +319,7 @@ SPARC_FILES = \ COMMON_DRIVER_FILES = \ $(SRCDIR)drivers/common/driverfuncs.c \ + $(SRCDIR)drivers/common/meta_blit.c \ $(SRCDIR)drivers/common/meta.c diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index eef0b04bf2d..d3ca3b782aa 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -1346,39 +1346,6 @@ _mesa_meta_setup_drawpix_texture(struct gl_context *ctx, } } - - -/** - * One-time init for drawing depth pixels. - */ -static void -init_blit_depth_pixels(struct gl_context *ctx) -{ - static const char *program = - "!!ARBfp1.0\n" - "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n" - "END \n"; - char program2[200]; - struct blit_state *blit = &ctx->Meta->Blit; - struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); - const char *texTarget; - - assert(blit->DepthFP == 0); - - /* replace %s with "RECT" or "2D" */ - assert(strlen(program) + 4 < sizeof(program2)); - if (tex->Target == GL_TEXTURE_RECTANGLE) - texTarget = "RECT"; - else - texTarget = "2D"; - _mesa_snprintf(program2, sizeof(program2), program, texTarget); - - _mesa_GenProgramsARB(1, &blit->DepthFP); - _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); - _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, - strlen(program2), (const GLubyte *) program2); -} - void _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO, unsigned texcoord_size) @@ -1390,393 +1357,6 @@ _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO, _mesa_LoadIdentity(); } -static void -setup_glsl_blit_framebuffer(struct gl_context *ctx, - struct blit_state *blit, - GLenum target) -{ - /* 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, 2, 0); - - _mesa_meta_setup_blit_shader(ctx, target, &blit->shaders); -} - -/** - * Try to do a glBlitFramebuffer using no-copy texturing. - * We can do this when the src renderbuffer is actually a texture. - * - * \return new buffer mask indicating the buffers left to blit using the - * normal path. - */ -static GLbitfield -blitframebuffer_texture(struct gl_context *ctx, - GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, - GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, - GLbitfield mask, GLenum filter, GLint flipX, - GLint flipY, GLboolean glsl_version) -{ - if (mask & GL_COLOR_BUFFER_BIT) { - const struct gl_framebuffer *readFb = ctx->ReadBuffer; - const struct gl_renderbuffer_attachment *readAtt = - &readFb->Attachment[readFb->_ColorReadBufferIndex]; - - if (readAtt && readAtt->Texture) { - struct blit_state *blit = &ctx->Meta->Blit; - const GLint dstX = MIN2(dstX0, dstX1); - 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; - const GLuint srcLevel = readAtt->TextureLevel; - const GLint baseLevelSave = texObj->BaseLevel; - const GLint maxLevelSave = texObj->MaxLevel; - const GLenum target = texObj->Target; - 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; - } - - /* Choose between glsl version and fixed function version of - * BlitFramebuffer function. - */ - if (glsl_version) { - setup_glsl_blit_framebuffer(ctx, blit, target); - } - else { - _mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO, - &ctx->Meta->Blit.VBO, - 2); - } - - _mesa_GenSamplers(1, &sampler); - _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler); - - /* - printf("Blit from texture!\n"); - printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt); - printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture); - */ - - /* 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_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - /* Always do our blits with no sRGB decode or encode. Note that - * GL_FRAMEBUFFER_SRGB has already been disabled by - * _mesa_meta_begin(). - */ - if (ctx->Extensions.EXT_texture_sRGB_decode) { - _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT, - GL_SKIP_DECODE_EXT); - } - - if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - _mesa_set_enable(ctx, target, GL_TRUE); - } - - /* Prepare vertex data (the VBO was previously created and bound) */ - { - struct vertex verts[4]; - GLfloat s0, t0, s1, t1; - - if (target == GL_TEXTURE_2D) { - const struct gl_texture_image *texImage - = _mesa_select_tex_image(ctx, texObj, target, srcLevel); - s0 = srcX0 / (float) texImage->Width; - s1 = srcX1 / (float) texImage->Width; - t0 = srcY0 / (float) texImage->Height; - t1 = srcY1 / (float) texImage->Height; - } - else { - assert(target == GL_TEXTURE_RECTANGLE_ARB); - s0 = (float) srcX0; - s1 = (float) srcX1; - t0 = (float) srcY0; - t1 = (float) srcY1; - } - - /* Silence valgrind warnings about reading uninitialized stack. */ - memset(verts, 0, sizeof(verts)); - - /* setup vertex positions */ - verts[0].x = -1.0F * flipX; - verts[0].y = -1.0F * flipY; - verts[1].x = 1.0F * flipX; - verts[1].y = -1.0F * flipY; - verts[2].x = 1.0F * flipX; - verts[2].y = 1.0F * flipY; - verts[3].x = -1.0F * flipX; - verts[3].y = 1.0F * flipY; - - verts[0].tex[0] = s0; - verts[0].tex[1] = t0; - verts[1].tex[0] = s1; - verts[1].tex[1] = t0; - verts[2].tex[0] = s1; - verts[2].tex[1] = t1; - verts[3].tex[0] = s0; - verts[3].tex[1] = t1; - - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - /* setup viewport */ - _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); - _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - _mesa_DepthMask(GL_FALSE); - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - - /* 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, baseLevelSave); - _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); - } - - _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); - _mesa_DeleteSamplers(1, &sampler); - - /* Done with color buffer */ - mask &= ~GL_COLOR_BUFFER_BIT; - } - } - - return mask; -} - - -/** - * Meta implementation of ctx->Driver.BlitFramebuffer() in terms - * of texture mapping and polygon rendering. - */ -void -_mesa_meta_BlitFramebuffer(struct gl_context *ctx, - GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, - GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, - GLbitfield mask, GLenum filter) -{ - struct blit_state *blit = &ctx->Meta->Blit; - struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); - struct temp_texture *depthTex = _mesa_meta_get_temp_depth_texture(ctx); - const GLsizei maxTexSize = tex->MaxSize; - const GLint srcX = MIN2(srcX0, srcX1); - const GLint srcY = MIN2(srcY0, srcY1); - const GLint srcW = abs(srcX1 - srcX0); - const GLint srcH = abs(srcY1 - srcY0); - const GLint dstX = MIN2(dstX0, dstX1); - const GLint dstY = MIN2(dstY0, dstY1); - const GLint dstW = abs(dstX1 - dstX0); - const GLint dstH = abs(dstY1 - dstY0); - const GLint srcFlipX = (srcX1 - srcX0) / srcW; - const GLint srcFlipY = (srcY1 - srcY0) / srcH; - const GLint dstFlipX = (dstX1 - dstX0) / dstW; - const GLint dstFlipY = (dstY1 - dstY0) / dstH; - const GLint flipX = srcFlipX * dstFlipX; - const GLint flipY = srcFlipY * dstFlipY; - - struct vertex verts[4]; - GLboolean newTex; - const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && - ctx->Extensions.ARB_fragment_shader && - (ctx->API != API_OPENGLES); - - /* In addition to falling back if the blit size is larger than the maximum - * texture size, fallback if the source is multisampled. This fallback can - * be removed once Mesa gets support ARB_texture_multisample. - */ - if (srcW > maxTexSize || srcH > maxTexSize - || ctx->ReadBuffer->Visual.samples > 0) { - /* XXX avoid this fallback */ - _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter); - return; - } - - /* only scissor effects blit so save/clear all other relevant state */ - _mesa_meta_begin(ctx, ~MESA_META_SCISSOR); - - /* Try faster, direct texture approach first */ - mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter, - dstFlipX, dstFlipY, use_glsl_version); - if (mask == 0x0) { - _mesa_meta_end(ctx); - return; - } - - /* Choose between glsl version and fixed function version of - * BlitFramebuffer function. - */ - if (use_glsl_version) { - setup_glsl_blit_framebuffer(ctx, blit, tex->Target); - } - else { - _mesa_meta_setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2); - } - - /* Silence valgrind warnings about reading uninitialized stack. */ - memset(verts, 0, sizeof(verts)); - - /* Continue with "normal" approach which involves copying the src rect - * into a temporary texture and is "blitted" by drawing a textured quad. - */ - { - /* setup vertex positions */ - verts[0].x = -1.0F * flipX; - verts[0].y = -1.0F * flipY; - verts[1].x = 1.0F * flipX; - verts[1].y = -1.0F * flipY; - verts[2].x = 1.0F * flipX; - verts[2].y = 1.0F * flipY; - verts[3].x = -1.0F * flipX; - verts[3].y = 1.0F * flipY; - - } - - /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.} - * tokens. - */ - if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) - _mesa_set_enable(ctx, tex->Target, GL_TRUE); - - if (mask & GL_COLOR_BUFFER_BIT) { - const struct gl_framebuffer *readFb = ctx->ReadBuffer; - const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer; - const GLenum rb_base_format = - _mesa_base_tex_format(ctx, colorReadRb->InternalFormat); - - /* Using the exact source rectangle to create the texture does incorrect - * linear filtering along the edges. So, allocate the texture extended along - * edges by one pixel in x, y directions. - */ - _mesa_meta_setup_copypix_texture(ctx, tex, - srcX - 1, srcY - 1, srcW + 2, srcH + 2, - rb_base_format, filter); - /* texcoords (after texture allocation!) */ - { - verts[0].tex[0] = 1.0F; - verts[0].tex[1] = 1.0F; - verts[1].tex[0] = tex->Sright - 1.0F; - verts[1].tex[1] = 1.0F; - verts[2].tex[0] = tex->Sright - 1.0F; - verts[2].tex[1] = tex->Ttop - 1.0F; - verts[3].tex[0] = 1.0F; - verts[3].tex[1] = tex->Ttop - 1.0F; - - /* upload new vertex data */ - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); - _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); - _mesa_DepthMask(GL_FALSE); - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - mask &= ~GL_COLOR_BUFFER_BIT; - } - - if ((mask & GL_DEPTH_BUFFER_BIT) && - _mesa_is_desktop_gl(ctx) && - ctx->Extensions.ARB_depth_texture && - ctx->Extensions.ARB_fragment_program) { - - GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint)); - - if (tmp) { - - newTex = _mesa_meta_alloc_texture(depthTex, srcW, srcH, - GL_DEPTH_COMPONENT); - _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT, - GL_UNSIGNED_INT, tmp); - _mesa_meta_setup_drawpix_texture(ctx, depthTex, newTex, - srcW, srcH, GL_DEPTH_COMPONENT, - GL_UNSIGNED_INT, tmp); - - /* texcoords (after texture allocation!) */ - { - verts[0].tex[0] = 0.0F; - verts[0].tex[1] = 0.0F; - verts[1].tex[0] = depthTex->Sright; - verts[1].tex[1] = 0.0F; - verts[2].tex[0] = depthTex->Sright; - verts[2].tex[1] = depthTex->Ttop; - verts[3].tex[0] = 0.0F; - verts[3].tex[1] = depthTex->Ttop; - - /* upload new vertex data */ - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - if (!blit->DepthFP) - init_blit_depth_pixels(ctx); - - _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); - _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); - _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); - _mesa_DepthFunc(GL_ALWAYS); - _mesa_DepthMask(GL_TRUE); - - _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - mask &= ~GL_DEPTH_BUFFER_BIT; - - free(tmp); - } - } - - if (mask & GL_STENCIL_BUFFER_BIT) { - /* XXX can't easily do stencil */ - } - - if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) - _mesa_set_enable(ctx, tex->Target, GL_FALSE); - - _mesa_meta_end(ctx); - - if (mask) { - _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter); - } -} - -void -_mesa_meta_glsl_blit_cleanup(struct blit_state *blit) -{ - if (blit->VAO) { - _mesa_DeleteVertexArrays(1, &blit->VAO); - blit->VAO = 0; - _mesa_DeleteBuffers(1, &blit->VBO); - blit->VBO = 0; - } - if (blit->DepthFP) { - _mesa_DeleteProgramsARB(1, &blit->DepthFP); - blit->DepthFP = 0; - } - - _mesa_meta_blit_shader_table_cleanup(&blit->shaders); - - _mesa_DeleteTextures(1, &blit->depthTex.TexObj); - blit->depthTex.TexObj = 0; -} - - /** * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. */ diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c new file mode 100644 index 00000000000..fa7e4060465 --- /dev/null +++ b/src/mesa/drivers/common/meta_blit.c @@ -0,0 +1,466 @@ +/* + * Mesa 3-D graphics library + * + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + +#include "main/glheader.h" +#include "main/mtypes.h" +#include "main/imports.h" +#include "main/arbprogram.h" +#include "main/arrayobj.h" +#include "main/blend.h" +#include "main/condrender.h" +#include "main/depth.h" +#include "main/enable.h" +#include "main/fbobject.h" +#include "main/macros.h" +#include "main/matrix.h" +#include "main/readpix.h" +#include "main/shaderapi.h" +#include "main/texobj.h" +#include "main/texenv.h" +#include "main/teximage.h" +#include "main/texparam.h" +#include "main/varray.h" +#include "main/viewport.h" +#include "swrast/swrast.h" +#include "drivers/common/meta.h" +#include "../glsl/ralloc.h" + +/** Return offset in bytes of the field within a vertex struct */ +#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) + +/** + * One-time init for drawing depth pixels. + */ +static void +init_blit_depth_pixels(struct gl_context *ctx) +{ + static const char *program = + "!!ARBfp1.0\n" + "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n" + "END \n"; + char program2[200]; + struct blit_state *blit = &ctx->Meta->Blit; + struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); + const char *texTarget; + + assert(blit->DepthFP == 0); + + /* replace %s with "RECT" or "2D" */ + assert(strlen(program) + 4 < sizeof(program2)); + if (tex->Target == GL_TEXTURE_RECTANGLE) + texTarget = "RECT"; + else + texTarget = "2D"; + _mesa_snprintf(program2, sizeof(program2), program, texTarget); + + _mesa_GenProgramsARB(1, &blit->DepthFP); + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); + _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, + strlen(program2), (const GLubyte *) program2); +} + +static void +setup_glsl_blit_framebuffer(struct gl_context *ctx, + struct blit_state *blit, + GLenum target) +{ + /* 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, 2, 0); + + _mesa_meta_setup_blit_shader(ctx, target, &blit->shaders); +} + +/** + * Try to do a glBlitFramebuffer using no-copy texturing. + * We can do this when the src renderbuffer is actually a texture. + * + * \return new buffer mask indicating the buffers left to blit using the + * normal path. + */ +static GLbitfield +blitframebuffer_texture(struct gl_context *ctx, + GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, + GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, + GLbitfield mask, GLenum filter, GLint flipX, + GLint flipY, GLboolean glsl_version) +{ + if (mask & GL_COLOR_BUFFER_BIT) { + const struct gl_framebuffer *readFb = ctx->ReadBuffer; + const struct gl_renderbuffer_attachment *readAtt = + &readFb->Attachment[readFb->_ColorReadBufferIndex]; + + if (readAtt && readAtt->Texture) { + struct blit_state *blit = &ctx->Meta->Blit; + const GLint dstX = MIN2(dstX0, dstX1); + 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; + const GLuint srcLevel = readAtt->TextureLevel; + const GLint baseLevelSave = texObj->BaseLevel; + const GLint maxLevelSave = texObj->MaxLevel; + const GLenum target = texObj->Target; + 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; + } + + /* Choose between glsl version and fixed function version of + * BlitFramebuffer function. + */ + if (glsl_version) { + setup_glsl_blit_framebuffer(ctx, blit, target); + } + else { + _mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO, + &ctx->Meta->Blit.VBO, + 2); + } + + _mesa_GenSamplers(1, &sampler); + _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler); + + /* + printf("Blit from texture!\n"); + printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt); + printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture); + */ + + /* 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_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + /* Always do our blits with no sRGB decode or encode. Note that + * GL_FRAMEBUFFER_SRGB has already been disabled by + * _mesa_meta_begin(). + */ + if (ctx->Extensions.EXT_texture_sRGB_decode) { + _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT, + GL_SKIP_DECODE_EXT); + } + + if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + _mesa_set_enable(ctx, target, GL_TRUE); + } + + /* Prepare vertex data (the VBO was previously created and bound) */ + { + struct vertex verts[4]; + GLfloat s0, t0, s1, t1; + + if (target == GL_TEXTURE_2D) { + const struct gl_texture_image *texImage + = _mesa_select_tex_image(ctx, texObj, target, srcLevel); + s0 = srcX0 / (float) texImage->Width; + s1 = srcX1 / (float) texImage->Width; + t0 = srcY0 / (float) texImage->Height; + t1 = srcY1 / (float) texImage->Height; + } + else { + assert(target == GL_TEXTURE_RECTANGLE_ARB); + s0 = (float) srcX0; + s1 = (float) srcX1; + t0 = (float) srcY0; + t1 = (float) srcY1; + } + + /* Silence valgrind warnings about reading uninitialized stack. */ + memset(verts, 0, sizeof(verts)); + + /* setup vertex positions */ + verts[0].x = -1.0F * flipX; + verts[0].y = -1.0F * flipY; + verts[1].x = 1.0F * flipX; + verts[1].y = -1.0F * flipY; + verts[2].x = 1.0F * flipX; + verts[2].y = 1.0F * flipY; + verts[3].x = -1.0F * flipX; + verts[3].y = 1.0F * flipY; + + verts[0].tex[0] = s0; + verts[0].tex[1] = t0; + verts[1].tex[0] = s1; + verts[1].tex[1] = t0; + verts[2].tex[0] = s1; + verts[2].tex[1] = t1; + verts[3].tex[0] = s0; + verts[3].tex[1] = t1; + + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + + /* setup viewport */ + _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); + _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + _mesa_DepthMask(GL_FALSE); + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + + /* 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, baseLevelSave); + _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); + } + + _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); + _mesa_DeleteSamplers(1, &sampler); + + /* Done with color buffer */ + mask &= ~GL_COLOR_BUFFER_BIT; + } + } + + return mask; +} + +/** + * Meta implementation of ctx->Driver.BlitFramebuffer() in terms + * of texture mapping and polygon rendering. + */ +void +_mesa_meta_BlitFramebuffer(struct gl_context *ctx, + GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, + GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, + GLbitfield mask, GLenum filter) +{ + struct blit_state *blit = &ctx->Meta->Blit; + struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); + struct temp_texture *depthTex = _mesa_meta_get_temp_depth_texture(ctx); + const GLsizei maxTexSize = tex->MaxSize; + const GLint srcX = MIN2(srcX0, srcX1); + const GLint srcY = MIN2(srcY0, srcY1); + const GLint srcW = abs(srcX1 - srcX0); + const GLint srcH = abs(srcY1 - srcY0); + const GLint dstX = MIN2(dstX0, dstX1); + const GLint dstY = MIN2(dstY0, dstY1); + const GLint dstW = abs(dstX1 - dstX0); + const GLint dstH = abs(dstY1 - dstY0); + const GLint srcFlipX = (srcX1 - srcX0) / srcW; + const GLint srcFlipY = (srcY1 - srcY0) / srcH; + const GLint dstFlipX = (dstX1 - dstX0) / dstW; + const GLint dstFlipY = (dstY1 - dstY0) / dstH; + const GLint flipX = srcFlipX * dstFlipX; + const GLint flipY = srcFlipY * dstFlipY; + + struct vertex verts[4]; + GLboolean newTex; + const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && + ctx->Extensions.ARB_fragment_shader && + (ctx->API != API_OPENGLES); + + /* In addition to falling back if the blit size is larger than the maximum + * texture size, fallback if the source is multisampled. This fallback can + * be removed once Mesa gets support ARB_texture_multisample. + */ + if (srcW > maxTexSize || srcH > maxTexSize + || ctx->ReadBuffer->Visual.samples > 0) { + /* XXX avoid this fallback */ + _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1, mask, filter); + return; + } + + /* only scissor effects blit so save/clear all other relevant state */ + _mesa_meta_begin(ctx, ~MESA_META_SCISSOR); + + /* Try faster, direct texture approach first */ + mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1, mask, filter, + dstFlipX, dstFlipY, use_glsl_version); + if (mask == 0x0) { + _mesa_meta_end(ctx); + return; + } + + /* Choose between glsl version and fixed function version of + * BlitFramebuffer function. + */ + if (use_glsl_version) { + setup_glsl_blit_framebuffer(ctx, blit, tex->Target); + } + else { + _mesa_meta_setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2); + } + + /* Silence valgrind warnings about reading uninitialized stack. */ + memset(verts, 0, sizeof(verts)); + + /* Continue with "normal" approach which involves copying the src rect + * into a temporary texture and is "blitted" by drawing a textured quad. + */ + { + /* setup vertex positions */ + verts[0].x = -1.0F * flipX; + verts[0].y = -1.0F * flipY; + verts[1].x = 1.0F * flipX; + verts[1].y = -1.0F * flipY; + verts[2].x = 1.0F * flipX; + verts[2].y = 1.0F * flipY; + verts[3].x = -1.0F * flipX; + verts[3].y = 1.0F * flipY; + + } + + /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.} + * tokens. + */ + if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) + _mesa_set_enable(ctx, tex->Target, GL_TRUE); + + if (mask & GL_COLOR_BUFFER_BIT) { + const struct gl_framebuffer *readFb = ctx->ReadBuffer; + const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer; + const GLenum rb_base_format = + _mesa_base_tex_format(ctx, colorReadRb->InternalFormat); + + /* Using the exact source rectangle to create the texture does incorrect + * linear filtering along the edges. So, allocate the texture extended along + * edges by one pixel in x, y directions. + */ + _mesa_meta_setup_copypix_texture(ctx, tex, + srcX - 1, srcY - 1, srcW + 2, srcH + 2, + rb_base_format, filter); + /* texcoords (after texture allocation!) */ + { + verts[0].tex[0] = 1.0F; + verts[0].tex[1] = 1.0F; + verts[1].tex[0] = tex->Sright - 1.0F; + verts[1].tex[1] = 1.0F; + verts[2].tex[0] = tex->Sright - 1.0F; + verts[2].tex[1] = tex->Ttop - 1.0F; + verts[3].tex[0] = 1.0F; + verts[3].tex[1] = tex->Ttop - 1.0F; + + /* upload new vertex data */ + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + + _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); + _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); + _mesa_DepthMask(GL_FALSE); + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + mask &= ~GL_COLOR_BUFFER_BIT; + } + + if ((mask & GL_DEPTH_BUFFER_BIT) && + _mesa_is_desktop_gl(ctx) && + ctx->Extensions.ARB_depth_texture && + ctx->Extensions.ARB_fragment_program) { + + GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint)); + + if (tmp) { + + newTex = _mesa_meta_alloc_texture(depthTex, srcW, srcH, + GL_DEPTH_COMPONENT); + _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT, + GL_UNSIGNED_INT, tmp); + _mesa_meta_setup_drawpix_texture(ctx, depthTex, newTex, + srcW, srcH, GL_DEPTH_COMPONENT, + GL_UNSIGNED_INT, tmp); + + /* texcoords (after texture allocation!) */ + { + verts[0].tex[0] = 0.0F; + verts[0].tex[1] = 0.0F; + verts[1].tex[0] = depthTex->Sright; + verts[1].tex[1] = 0.0F; + verts[2].tex[0] = depthTex->Sright; + verts[2].tex[1] = depthTex->Ttop; + verts[3].tex[0] = 0.0F; + verts[3].tex[1] = depthTex->Ttop; + + /* upload new vertex data */ + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + + if (!blit->DepthFP) + init_blit_depth_pixels(ctx); + + _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); + _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); + _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); + _mesa_DepthFunc(GL_ALWAYS); + _mesa_DepthMask(GL_TRUE); + + _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + mask &= ~GL_DEPTH_BUFFER_BIT; + + free(tmp); + } + } + + if (mask & GL_STENCIL_BUFFER_BIT) { + /* XXX can't easily do stencil */ + } + + if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) + _mesa_set_enable(ctx, tex->Target, GL_FALSE); + + _mesa_meta_end(ctx); + + if (mask) { + _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1, mask, filter); + } +} + +void +_mesa_meta_glsl_blit_cleanup(struct blit_state *blit) +{ + if (blit->VAO) { + _mesa_DeleteVertexArrays(1, &blit->VAO); + blit->VAO = 0; + _mesa_DeleteBuffers(1, &blit->VBO); + blit->VBO = 0; + } + if (blit->DepthFP) { + _mesa_DeleteProgramsARB(1, &blit->DepthFP); + blit->DepthFP = 0; + } + + _mesa_meta_blit_shader_table_cleanup(&blit->shaders); + + _mesa_DeleteTextures(1, &blit->depthTex.TexObj); + blit->depthTex.TexObj = 0; +} -- 2.30.2