/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* 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 NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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/imports.h"
#include "main/image.h"
#include "main/macros.h"
-#include "main/mfeatures.h"
#include "st_context.h"
#include "st_texture.h"
#include "st_cb_fbo.h"
#include "st_atom.h"
-#include "util/u_blit.h"
#include "util/u_format.h"
-void
-st_init_blit(struct st_context *st)
-{
- st->blit = util_create_blit(st->pipe, st->cso_context);
-}
-
-
-void
-st_destroy_blit(struct st_context *st)
+static void
+st_adjust_blit_for_msaa_resolve(struct pipe_blit_info *blit)
{
- util_destroy_blit(st->blit);
- st->blit = NULL;
+ /* Even though we do multisample resolves at the time of the blit, OpenGL
+ * specification defines them as if they happen at the time of rendering,
+ * which means that the type of averaging we do during the resolve should
+ * only depend on the source format; the destination format should be
+ * ignored. But, specification doesn't seem to be strict about it.
+ *
+ * It has been observed that mulitisample resolves produce slightly better
+ * looking images when averaging is done using destination format. NVIDIA's
+ * proprietary OpenGL driver also follows this approach.
+ *
+ * When multisampling, if the source and destination formats are equal
+ * (aside from the color space), we choose to blit in sRGB space to get
+ * this higher quality image.
+ */
+ if (blit->src.resource->nr_samples > 1 &&
+ blit->dst.resource->nr_samples <= 1) {
+ blit->dst.format = blit->dst.resource->format;
+
+ if (util_format_is_srgb(blit->dst.resource->format))
+ blit->src.format = util_format_srgb(blit->src.resource->format);
+ else
+ blit->src.format = util_format_linear(blit->src.resource->format);
+ }
}
-
static void
st_BlitFramebuffer(struct gl_context *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
blit.src.box.z = srcAtt->Zoffset + srcAtt->CubeMapFace;
blit.src.format = util_format_linear(srcObj->pt->format);
+ st_adjust_blit_for_msaa_resolve(&blit);
+
st->pipe->blit(st->pipe, &blit);
}
}
blit.src.box.z = srcSurf->u.tex.first_layer;
blit.src.format = util_format_linear(srcSurf->format);
+ st_adjust_blit_for_msaa_resolve(&blit);
+
st->pipe->blit(st->pipe, &blit);
}
}
/* depth and/or stencil blit */
/* get src/dst depth surfaces */
- struct gl_renderbuffer_attachment *srcDepth =
- &readFB->Attachment[BUFFER_DEPTH];
- struct gl_renderbuffer_attachment *dstDepth =
- &drawFB->Attachment[BUFFER_DEPTH];
- struct gl_renderbuffer_attachment *srcStencil =
- &readFB->Attachment[BUFFER_STENCIL];
- struct gl_renderbuffer_attachment *dstStencil =
- &drawFB->Attachment[BUFFER_STENCIL];
-
struct st_renderbuffer *srcDepthRb =
- st_renderbuffer(srcDepth->Renderbuffer);
+ st_renderbuffer(readFB->Attachment[BUFFER_DEPTH].Renderbuffer);
struct st_renderbuffer *dstDepthRb =
- st_renderbuffer(dstDepth->Renderbuffer);
+ st_renderbuffer(drawFB->Attachment[BUFFER_DEPTH].Renderbuffer);
struct pipe_surface *dstDepthSurf =
dstDepthRb ? dstDepthRb->surface : NULL;
struct st_renderbuffer *srcStencilRb =
- st_renderbuffer(srcStencil->Renderbuffer);
+ st_renderbuffer(readFB->Attachment[BUFFER_STENCIL].Renderbuffer);
struct st_renderbuffer *dstStencilRb =
- st_renderbuffer(dstStencil->Renderbuffer);
+ st_renderbuffer(drawFB->Attachment[BUFFER_STENCIL].Renderbuffer);
struct pipe_surface *dstStencilSurf =
dstStencilRb ? dstStencilRb->surface : NULL;
- if (st_is_depth_stencil_combined(srcDepth, srcStencil) &&
- st_is_depth_stencil_combined(dstDepth, dstStencil)) {
+ if (_mesa_has_depthstencil_combined(readFB) &&
+ _mesa_has_depthstencil_combined(drawFB)) {
blit.mask = 0;
if (mask & GL_DEPTH_BUFFER_BIT)
blit.mask |= PIPE_MASK_Z;