2014-02-03 15:31:01 -08:00
|
|
|
/*
|
|
|
|
|
* 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"
|
2014-02-07 14:00:31 -08:00
|
|
|
#include "main/enums.h"
|
2014-02-03 15:31:01 -08:00
|
|
|
#include "main/fbobject.h"
|
|
|
|
|
#include "main/macros.h"
|
|
|
|
|
#include "main/matrix.h"
|
2014-02-10 15:24:07 -08:00
|
|
|
#include "main/multisample.h"
|
2014-02-03 15:31:01 -08:00
|
|
|
#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);
|
|
|
|
|
}
|
|
|
|
|
|
2014-02-07 14:00:31 -08:00
|
|
|
static void
|
|
|
|
|
setup_glsl_msaa_blit_shader(struct gl_context *ctx,
|
|
|
|
|
struct blit_state *blit,
|
|
|
|
|
struct gl_renderbuffer *src_rb,
|
|
|
|
|
GLenum target)
|
|
|
|
|
{
|
|
|
|
|
const char *vs_source;
|
|
|
|
|
char *fs_source;
|
|
|
|
|
GLuint vs, fs;
|
|
|
|
|
void *mem_ctx;
|
|
|
|
|
enum blit_msaa_shader shader_index;
|
2014-02-10 15:24:07 -08:00
|
|
|
bool dst_is_msaa = false;
|
2014-02-10 23:44:54 -08:00
|
|
|
GLenum src_datatype;
|
|
|
|
|
const char *vec4_prefix;
|
|
|
|
|
|
|
|
|
|
if (src_rb) {
|
|
|
|
|
src_datatype = _mesa_get_format_datatype(src_rb->Format);
|
|
|
|
|
} else {
|
|
|
|
|
/* depth-or-color glCopyTexImage fallback path that passes a NULL rb and
|
|
|
|
|
* doesn't handle integer.
|
|
|
|
|
*/
|
|
|
|
|
src_datatype = GL_UNSIGNED_NORMALIZED;
|
|
|
|
|
}
|
2014-02-10 15:24:07 -08:00
|
|
|
|
|
|
|
|
if (ctx->DrawBuffer->Visual.samples > 1) {
|
|
|
|
|
/* If you're calling meta_BlitFramebuffer with the destination
|
|
|
|
|
* multisampled, this is the only path that will work -- swrast and
|
|
|
|
|
* CopyTexImage won't work on it either.
|
|
|
|
|
*/
|
|
|
|
|
assert(ctx->Extensions.ARB_sample_shading);
|
|
|
|
|
|
|
|
|
|
dst_is_msaa = true;
|
|
|
|
|
|
|
|
|
|
/* We need shader invocation per sample, not per pixel */
|
|
|
|
|
_mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE);
|
|
|
|
|
_mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE);
|
|
|
|
|
_mesa_MinSampleShading(1.0);
|
|
|
|
|
}
|
2014-02-07 14:00:31 -08:00
|
|
|
|
|
|
|
|
switch (target) {
|
|
|
|
|
case GL_TEXTURE_2D_MULTISAMPLE:
|
|
|
|
|
if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
|
|
|
|
|
src_rb->_BaseFormat == GL_DEPTH_STENCIL) {
|
2014-02-10 15:24:07 -08:00
|
|
|
if (dst_is_msaa)
|
|
|
|
|
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
|
|
|
|
|
else
|
|
|
|
|
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
|
2014-02-07 14:00:31 -08:00
|
|
|
} else {
|
2014-02-10 15:24:07 -08:00
|
|
|
if (dst_is_msaa)
|
|
|
|
|
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
|
|
|
|
|
else
|
|
|
|
|
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
|
2014-02-07 14:00:31 -08:00
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
_mesa_problem(ctx, "Unkown texture target %s\n",
|
|
|
|
|
_mesa_lookup_enum_by_nr(target));
|
2014-02-10 15:24:07 -08:00
|
|
|
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
|
2014-02-07 14:00:31 -08:00
|
|
|
}
|
|
|
|
|
|
2014-02-10 23:44:54 -08:00
|
|
|
/* We rely on the enum being sorted this way. */
|
|
|
|
|
STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
|
|
|
|
|
BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 1);
|
|
|
|
|
STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
|
|
|
|
|
BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 2);
|
|
|
|
|
if (src_datatype == GL_INT) {
|
|
|
|
|
shader_index++;
|
|
|
|
|
vec4_prefix = "i";
|
|
|
|
|
} else if (src_datatype == GL_UNSIGNED_INT) {
|
|
|
|
|
shader_index += 2;
|
|
|
|
|
vec4_prefix = "u";
|
|
|
|
|
} else {
|
|
|
|
|
vec4_prefix = "";
|
|
|
|
|
}
|
|
|
|
|
|
2014-02-07 14:00:31 -08:00
|
|
|
if (blit->msaa_shaders[shader_index]) {
|
|
|
|
|
_mesa_UseProgram(blit->msaa_shaders[shader_index]);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mem_ctx = ralloc_context(NULL);
|
|
|
|
|
|
2014-02-10 15:24:07 -08:00
|
|
|
if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
|
|
|
|
|
shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
|
|
|
|
|
char *sample_index;
|
|
|
|
|
const char *arb_sample_shading_extension_string;
|
|
|
|
|
|
|
|
|
|
if (dst_is_msaa) {
|
|
|
|
|
arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
|
|
|
|
|
sample_index = "gl_SampleID";
|
|
|
|
|
} else {
|
|
|
|
|
/* Don't need that extension, since we're drawing to a single-sampled
|
|
|
|
|
* destination.
|
|
|
|
|
*/
|
|
|
|
|
arb_sample_shading_extension_string = "";
|
|
|
|
|
/* From the GL 4.3 spec:
|
|
|
|
|
*
|
|
|
|
|
* "If there is a multisample buffer (the value of SAMPLE_BUFFERS
|
|
|
|
|
* is one), then values are obtained from the depth samples in
|
|
|
|
|
* this buffer. It is recommended that the depth value of the
|
|
|
|
|
* centermost sample be used, though implementations may choose
|
|
|
|
|
* any function of the depth sample values at each pixel.
|
|
|
|
|
*
|
|
|
|
|
* We're slacking and instead of choosing centermost, we've got 0.
|
|
|
|
|
*/
|
|
|
|
|
sample_index = "0";
|
|
|
|
|
}
|
|
|
|
|
|
2014-02-07 14:00:31 -08:00
|
|
|
vs_source = ralloc_asprintf(mem_ctx,
|
|
|
|
|
"#version 130\n"
|
|
|
|
|
"in vec2 position;\n"
|
|
|
|
|
"in vec2 textureCoords;\n"
|
|
|
|
|
"out vec2 texCoords;\n"
|
|
|
|
|
"void main()\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" texCoords = textureCoords;\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"
|
2014-02-10 15:24:07 -08:00
|
|
|
"%s\n"
|
2014-02-07 14:00:31 -08:00
|
|
|
"uniform sampler2DMS texSampler;\n"
|
|
|
|
|
"in vec2 texCoords;\n"
|
|
|
|
|
"out vec4 out_color;\n"
|
|
|
|
|
"\n"
|
|
|
|
|
"void main()\n"
|
|
|
|
|
"{\n"
|
2014-02-10 15:24:07 -08:00
|
|
|
" gl_FragDepth = texelFetch(texSampler, ivec2(texCoords), %s).r;\n"
|
|
|
|
|
"}\n",
|
|
|
|
|
arb_sample_shading_extension_string,
|
|
|
|
|
sample_index);
|
|
|
|
|
} else {
|
2014-02-07 14:00:31 -08:00
|
|
|
/* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
|
|
|
|
|
* sample). Yes, this is ridiculous.
|
|
|
|
|
*/
|
2014-02-21 19:37:31 -08:00
|
|
|
int samples;
|
2014-02-10 15:24:07 -08:00
|
|
|
char *sample_resolve;
|
|
|
|
|
const char *arb_sample_shading_extension_string;
|
2014-02-10 23:44:54 -08:00
|
|
|
const char *merge_function;
|
2014-02-07 14:00:31 -08:00
|
|
|
|
2014-02-21 19:37:31 -08:00
|
|
|
samples = MAX2(src_rb->NumSamples, 1);
|
|
|
|
|
|
2014-02-10 15:24:07 -08:00
|
|
|
if (dst_is_msaa) {
|
|
|
|
|
arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
|
|
|
|
|
sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, ivec2(texCoords), gl_SampleID);");
|
2014-02-10 23:44:54 -08:00
|
|
|
merge_function = "";
|
2014-02-10 15:24:07 -08:00
|
|
|
} else {
|
2014-02-21 19:37:31 -08:00
|
|
|
int i;
|
|
|
|
|
int step;
|
|
|
|
|
|
2014-02-10 23:44:54 -08:00
|
|
|
if (src_datatype == GL_INT) {
|
|
|
|
|
merge_function =
|
|
|
|
|
"ivec4 merge(ivec4 a, ivec4 b) { return (a >> ivec4(1)) + (b >> ivec4(1)) + (a & b & ivec4(1)); }\n";
|
|
|
|
|
} else if (src_datatype == GL_UNSIGNED_INT) {
|
|
|
|
|
merge_function =
|
|
|
|
|
"uvec4 merge(uvec4 a, uvec4 b) { return (a >> uvec4(1)) + (b >> uvec4(1)) + (a & b & uvec4(1)); }\n";
|
|
|
|
|
} else {
|
|
|
|
|
/* The divide will happen at the end for floats. */
|
|
|
|
|
merge_function =
|
|
|
|
|
"vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
|
|
|
|
|
}
|
|
|
|
|
|
2014-02-10 15:24:07 -08:00
|
|
|
arb_sample_shading_extension_string = "";
|
|
|
|
|
|
|
|
|
|
/* We're assuming power of two samples for this resolution procedure.
|
|
|
|
|
*
|
|
|
|
|
* To avoid losing any floating point precision if the samples all
|
|
|
|
|
* happen to have the same value, we merge pairs of values at a time
|
|
|
|
|
* (so the floating point exponent just gets increased), rather than
|
|
|
|
|
* doing a naive sum and dividing.
|
|
|
|
|
*/
|
|
|
|
|
assert((samples & (samples - 1)) == 0);
|
|
|
|
|
/* Fetch each individual sample. */
|
|
|
|
|
sample_resolve = rzalloc_size(mem_ctx, 1);
|
2014-02-21 19:37:31 -08:00
|
|
|
for (i = 0; i < samples; i++) {
|
2014-02-07 14:00:31 -08:00
|
|
|
ralloc_asprintf_append(&sample_resolve,
|
2014-02-10 23:44:54 -08:00
|
|
|
" %svec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n",
|
|
|
|
|
vec4_prefix, i, i);
|
2014-02-10 15:24:07 -08:00
|
|
|
}
|
|
|
|
|
/* Now, merge each pair of samples, then merge each pair of those,
|
|
|
|
|
* etc.
|
|
|
|
|
*/
|
2014-02-21 19:37:31 -08:00
|
|
|
for (step = 2; step <= samples; step *= 2) {
|
|
|
|
|
for (i = 0; i < samples; i += step) {
|
2014-02-10 15:24:07 -08:00
|
|
|
ralloc_asprintf_append(&sample_resolve,
|
2014-02-10 23:44:54 -08:00
|
|
|
" %svec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
|
|
|
|
|
vec4_prefix,
|
2014-02-10 15:24:07 -08:00
|
|
|
step, i,
|
|
|
|
|
step / 2, i,
|
|
|
|
|
step / 2, i + step / 2);
|
|
|
|
|
}
|
2014-02-07 14:00:31 -08:00
|
|
|
}
|
|
|
|
|
|
2014-02-10 15:24:07 -08:00
|
|
|
/* Scale the final result. */
|
2014-02-10 23:44:54 -08:00
|
|
|
if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) {
|
|
|
|
|
ralloc_asprintf_append(&sample_resolve,
|
|
|
|
|
" out_color = sample_%d_0;\n",
|
|
|
|
|
samples);
|
|
|
|
|
} else {
|
|
|
|
|
ralloc_asprintf_append(&sample_resolve,
|
|
|
|
|
" out_color = sample_%d_0 / %f;\n",
|
|
|
|
|
samples, (float)samples);
|
|
|
|
|
}
|
2014-02-10 15:24:07 -08:00
|
|
|
}
|
2014-02-07 14:00:31 -08:00
|
|
|
|
|
|
|
|
vs_source = ralloc_asprintf(mem_ctx,
|
|
|
|
|
"#version 130\n"
|
|
|
|
|
"in vec2 position;\n"
|
|
|
|
|
"in vec2 textureCoords;\n"
|
|
|
|
|
"out vec2 texCoords;\n"
|
|
|
|
|
"void main()\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" texCoords = textureCoords;\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"
|
2014-02-10 15:24:07 -08:00
|
|
|
"%s\n"
|
2014-02-21 16:58:09 -08:00
|
|
|
"uniform %ssampler2DMS texSampler;\n"
|
2014-02-07 14:00:31 -08:00
|
|
|
"in vec2 texCoords;\n"
|
2014-02-10 23:44:54 -08:00
|
|
|
"out %svec4 out_color;\n"
|
2014-02-07 14:00:31 -08:00
|
|
|
"\n"
|
2014-02-10 23:44:54 -08:00
|
|
|
"%s" /* merge_function */
|
2014-02-07 14:00:31 -08:00
|
|
|
"void main()\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
"%s\n" /* sample_resolve */
|
|
|
|
|
"}\n",
|
2014-02-10 15:24:07 -08:00
|
|
|
arb_sample_shading_extension_string,
|
2014-02-21 16:58:09 -08:00
|
|
|
vec4_prefix,
|
2014-02-10 23:44:54 -08:00
|
|
|
vec4_prefix,
|
|
|
|
|
merge_function,
|
2014-02-07 14:00:31 -08:00
|
|
|
sample_resolve);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
|
|
|
|
|
fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
|
|
|
|
|
|
|
|
|
|
blit->msaa_shaders[shader_index] = _mesa_CreateProgramObjectARB();
|
|
|
|
|
_mesa_AttachShader(blit->msaa_shaders[shader_index], fs);
|
|
|
|
|
_mesa_DeleteObjectARB(fs);
|
|
|
|
|
_mesa_AttachShader(blit->msaa_shaders[shader_index], vs);
|
|
|
|
|
_mesa_DeleteObjectARB(vs);
|
|
|
|
|
_mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 0, "position");
|
|
|
|
|
_mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 1, "texcoords");
|
|
|
|
|
_mesa_meta_link_program_with_debug(ctx, blit->msaa_shaders[shader_index]);
|
|
|
|
|
ralloc_free(mem_ctx);
|
|
|
|
|
|
|
|
|
|
_mesa_UseProgram(blit->msaa_shaders[shader_index]);
|
|
|
|
|
}
|
|
|
|
|
|
2014-02-03 15:31:01 -08:00
|
|
|
static void
|
|
|
|
|
setup_glsl_blit_framebuffer(struct gl_context *ctx,
|
|
|
|
|
struct blit_state *blit,
|
2014-02-07 14:00:31 -08:00
|
|
|
struct gl_renderbuffer *src_rb,
|
2014-02-03 15:31:01 -08:00
|
|
|
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);
|
|
|
|
|
|
2014-02-07 14:00:31 -08:00
|
|
|
if (target == GL_TEXTURE_2D_MULTISAMPLE) {
|
|
|
|
|
setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target);
|
|
|
|
|
} else {
|
|
|
|
|
_mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
|
|
|
|
|
}
|
2014-02-03 15:31:01 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
2014-02-04 23:57:29 -08:00
|
|
|
* Try to do a color or depth glBlitFramebuffer using texturing.
|
2014-02-04 15:00:46 -08:00
|
|
|
*
|
|
|
|
|
* We can do this when the src renderbuffer is actually a texture, or when the
|
|
|
|
|
* driver exposes BindRenderbufferTexImage().
|
2014-02-03 15:31:01 -08:00
|
|
|
*/
|
2014-02-04 14:52:27 -08:00
|
|
|
static bool
|
2014-02-03 15:31:01 -08:00
|
|
|
blitframebuffer_texture(struct gl_context *ctx,
|
|
|
|
|
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
|
|
|
|
|
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
|
2014-02-04 14:52:27 -08:00
|
|
|
GLenum filter, GLint flipX, GLint flipY,
|
2014-02-04 23:57:29 -08:00
|
|
|
GLboolean glsl_version, GLboolean do_depth)
|
2014-02-03 15:31:01 -08:00
|
|
|
{
|
2014-02-04 14:52:27 -08:00
|
|
|
const struct gl_framebuffer *readFb = ctx->ReadBuffer;
|
2014-02-04 23:57:29 -08:00
|
|
|
int att_index = do_depth ? BUFFER_DEPTH : readFb->_ColorReadBufferIndex;
|
2014-02-04 14:52:27 -08:00
|
|
|
const struct gl_renderbuffer_attachment *readAtt =
|
2014-02-04 23:57:29 -08:00
|
|
|
&readFb->Attachment[att_index];
|
2014-02-04 14:52:27 -08:00
|
|
|
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);
|
2014-02-04 15:00:46 -08:00
|
|
|
struct gl_texture_object *texObj;
|
2014-02-04 14:52:27 -08:00
|
|
|
GLuint srcLevel;
|
|
|
|
|
GLint baseLevelSave;
|
|
|
|
|
GLint maxLevelSave;
|
|
|
|
|
GLenum target;
|
|
|
|
|
GLuint sampler, samplerSave =
|
|
|
|
|
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
|
|
|
|
|
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
|
2014-02-04 15:00:46 -08:00
|
|
|
GLuint tempTex = 0;
|
2014-02-07 14:00:31 -08:00
|
|
|
struct gl_renderbuffer *rb = readAtt->Renderbuffer;
|
|
|
|
|
|
|
|
|
|
if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
|
|
|
|
|
filter == GL_SCALED_RESOLVE_NICEST_EXT) {
|
|
|
|
|
filter = GL_LINEAR;
|
|
|
|
|
}
|
2014-02-03 15:31:01 -08:00
|
|
|
|
2014-02-04 14:52:27 -08:00
|
|
|
if (readAtt->Texture) {
|
2014-02-04 15:00:46 -08:00
|
|
|
/* If there's a texture attached of a type we can handle, then just use
|
|
|
|
|
* it directly.
|
|
|
|
|
*/
|
2014-02-04 14:52:27 -08:00
|
|
|
srcLevel = readAtt->TextureLevel;
|
|
|
|
|
texObj = readAtt->Texture;
|
2014-02-04 15:00:46 -08:00
|
|
|
target = texObj->Target;
|
|
|
|
|
|
2014-02-07 14:00:31 -08:00
|
|
|
switch (target) {
|
|
|
|
|
case GL_TEXTURE_2D:
|
|
|
|
|
case GL_TEXTURE_RECTANGLE:
|
|
|
|
|
case GL_TEXTURE_2D_MULTISAMPLE:
|
|
|
|
|
break;
|
|
|
|
|
default:
|
2014-02-04 15:00:46 -08:00
|
|
|
return false;
|
2014-02-07 14:00:31 -08:00
|
|
|
}
|
2014-02-04 15:00:46 -08:00
|
|
|
} 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;
|
|
|
|
|
|
2014-02-07 14:00:31 -08:00
|
|
|
if (rb->NumSamples > 1)
|
|
|
|
|
target = GL_TEXTURE_2D_MULTISAMPLE;
|
|
|
|
|
else
|
|
|
|
|
target = GL_TEXTURE_2D;
|
|
|
|
|
|
2014-02-04 15:00:46 -08:00
|
|
|
_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;
|
|
|
|
|
}
|
|
|
|
|
}
|
2014-02-04 14:52:27 -08:00
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
2014-02-03 15:31:01 -08:00
|
|
|
|
2014-02-04 14:52:27 -08:00
|
|
|
baseLevelSave = texObj->BaseLevel;
|
|
|
|
|
maxLevelSave = texObj->MaxLevel;
|
2014-02-03 15:31:01 -08:00
|
|
|
|
2014-02-04 14:52:27 -08:00
|
|
|
if (glsl_version) {
|
2014-02-07 14:00:31 -08:00
|
|
|
setup_glsl_blit_framebuffer(ctx, blit, rb, target);
|
2014-02-04 14:52:27 -08:00
|
|
|
}
|
|
|
|
|
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);
|
2014-02-03 15:31:01 -08:00
|
|
|
|
2014-02-10 11:20:11 -08:00
|
|
|
/* Always do our blits with no net sRGB decode or encode.
|
|
|
|
|
*
|
|
|
|
|
* However, if both the src and dst can be srgb decode/encoded, enable them
|
|
|
|
|
* so that we do any blending (from scaling or from MSAA resolves) in the
|
|
|
|
|
* right colorspace.
|
|
|
|
|
*
|
|
|
|
|
* Our choice of not doing any net encode/decode is from the GL 3.0
|
|
|
|
|
* specification:
|
|
|
|
|
*
|
|
|
|
|
* "Blit operations bypass the fragment pipeline. The only fragment
|
|
|
|
|
* operations which affect a blit are the pixel ownership test and the
|
|
|
|
|
* scissor test."
|
|
|
|
|
*
|
|
|
|
|
* The GL 4.4 specification disagrees and says that the sRGB part of the
|
|
|
|
|
* fragment pipeline applies, but this was found to break applications.
|
2014-02-04 14:52:27 -08:00
|
|
|
*/
|
|
|
|
|
if (ctx->Extensions.EXT_texture_sRGB_decode) {
|
2014-02-10 11:20:11 -08:00
|
|
|
if (_mesa_get_format_color_encoding(rb->Format) == GL_SRGB &&
|
|
|
|
|
ctx->DrawBuffer->Visual.sRGBCapable) {
|
|
|
|
|
_mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
|
|
|
|
|
GL_DECODE_EXT);
|
|
|
|
|
_mesa_set_framebuffer_srgb(ctx, GL_TRUE);
|
|
|
|
|
} else {
|
|
|
|
|
_mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
|
|
|
|
|
GL_SKIP_DECODE_EXT);
|
|
|
|
|
/* set_framebuffer_srgb was set by _mesa_meta_begin(). */
|
|
|
|
|
}
|
2014-02-04 14:52:27 -08:00
|
|
|
}
|
2014-02-03 15:31:01 -08:00
|
|
|
|
2014-02-05 15:45:25 -08:00
|
|
|
if (!glsl_version) {
|
2014-02-04 14:52:27 -08:00
|
|
|
_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 {
|
2014-02-07 14:00:31 -08:00
|
|
|
assert(target == GL_TEXTURE_RECTANGLE_ARB ||
|
|
|
|
|
target == GL_TEXTURE_2D_MULTISAMPLE);
|
2014-02-04 14:52:27 -08:00
|
|
|
s0 = (float) srcX0;
|
|
|
|
|
s1 = (float) srcX1;
|
|
|
|
|
t0 = (float) srcY0;
|
|
|
|
|
t1 = (float) srcY1;
|
2014-02-03 15:31:01 -08:00
|
|
|
}
|
2014-02-04 14:52:27 -08:00
|
|
|
|
|
|
|
|
/* 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);
|
2014-02-04 23:57:29 -08:00
|
|
|
_mesa_ColorMask(!do_depth, !do_depth, !do_depth, !do_depth);
|
|
|
|
|
_mesa_set_enable(ctx, GL_DEPTH_TEST, do_depth);
|
|
|
|
|
_mesa_DepthMask(do_depth);
|
|
|
|
|
_mesa_DepthFunc(GL_ALWAYS);
|
|
|
|
|
|
2014-02-04 14:52:27 -08:00
|
|
|
_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);
|
2014-02-03 15:31:01 -08:00
|
|
|
}
|
|
|
|
|
|
2014-02-04 14:52:27 -08:00
|
|
|
_mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
|
|
|
|
|
_mesa_DeleteSamplers(1, &sampler);
|
2014-02-04 15:00:46 -08:00
|
|
|
if (tempTex)
|
|
|
|
|
_mesa_DeleteTextures(1, &tempTex);
|
2014-02-04 14:52:27 -08:00
|
|
|
|
|
|
|
|
return true;
|
2014-02-03 15:31:01 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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.
|
|
|
|
|
*/
|
2014-02-07 14:00:31 -08:00
|
|
|
if (srcW > maxTexSize || srcH > maxTexSize) {
|
2014-02-03 15:31:01 -08:00
|
|
|
/* XXX avoid this fallback */
|
2014-02-07 14:00:31 -08:00
|
|
|
goto fallback;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Multisample texture blit support requires texture multisample. */
|
|
|
|
|
if (ctx->ReadBuffer->Visual.samples > 0 &&
|
|
|
|
|
!ctx->Extensions.ARB_texture_multisample) {
|
|
|
|
|
goto fallback;
|
2014-02-03 15:31:01 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* only scissor effects blit so save/clear all other relevant state */
|
|
|
|
|
_mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
|
|
|
|
|
|
|
|
|
|
/* Try faster, direct texture approach first */
|
2014-02-04 14:52:27 -08:00
|
|
|
if (mask & GL_COLOR_BUFFER_BIT) {
|
|
|
|
|
if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
|
|
|
|
|
dstX0, dstY0, dstX1, dstY1,
|
|
|
|
|
filter, dstFlipX, dstFlipY,
|
2014-02-04 23:57:29 -08:00
|
|
|
use_glsl_version, false)) {
|
2014-02-04 14:52:27 -08:00
|
|
|
mask &= ~GL_COLOR_BUFFER_BIT;
|
|
|
|
|
if (mask == 0x0) {
|
|
|
|
|
_mesa_meta_end(ctx);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
2014-02-03 15:31:01 -08:00
|
|
|
}
|
|
|
|
|
|
2014-02-04 23:57:29 -08:00
|
|
|
if (mask & GL_DEPTH_BUFFER_BIT && use_glsl_version) {
|
|
|
|
|
if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
|
|
|
|
|
dstX0, dstY0, dstX1, dstY1,
|
|
|
|
|
filter, dstFlipX, dstFlipY,
|
|
|
|
|
use_glsl_version, true)) {
|
|
|
|
|
mask &= ~GL_DEPTH_BUFFER_BIT;
|
|
|
|
|
if (mask == 0x0) {
|
|
|
|
|
_mesa_meta_end(ctx);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-02-03 15:31:01 -08:00
|
|
|
/* Choose between glsl version and fixed function version of
|
|
|
|
|
* BlitFramebuffer function.
|
|
|
|
|
*/
|
|
|
|
|
if (use_glsl_version) {
|
2014-02-07 14:00:31 -08:00
|
|
|
setup_glsl_blit_framebuffer(ctx, blit, NULL, tex->Target);
|
2014-02-03 15:31:01 -08:00
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
2014-02-05 15:45:25 -08:00
|
|
|
if (!use_glsl_version)
|
2014-02-03 15:31:01 -08:00
|
|
|
_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 */
|
|
|
|
|
}
|
|
|
|
|
|
2014-02-05 15:45:25 -08:00
|
|
|
if (!use_glsl_version)
|
2014-02-03 15:31:01 -08:00
|
|
|
_mesa_set_enable(ctx, tex->Target, GL_FALSE);
|
|
|
|
|
|
|
|
|
|
_mesa_meta_end(ctx);
|
|
|
|
|
|
2014-02-07 14:00:31 -08:00
|
|
|
fallback:
|
2014-02-03 15:31:01 -08:00
|
|
|
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;
|
|
|
|
|
}
|