meta: Refactor the BlitFramebuffer color CopyTexImage fallback.

There shouldn't be anything special about copying out a subset of the src
rb to a temp before texturing from it, so just do it when we're figuring
out our src texture binding.

This drops Anuj's change to copy an extra border of 1 pixel around the src
area.  I can't see how that change could be valid, and presumably if
there's some filtering problem at edges we just need to set the right
wrap mode.

v2: Don't fall back to swrast on non-2D/RECT/2D_MS textures when we can
    still CopyTexSubImage.  Fixes a segfault regression on i965 with
    gl-3.2-layered-rendering-blit.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> (v1)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
Tested-by: Anuj Phogat <anuj.phogat@gmail.com>
This commit is contained in:
Eric Anholt 2014-02-28 12:36:02 -08:00
parent 4e43299633
commit b702233f53

View file

@ -389,6 +389,7 @@ blitframebuffer_texture(struct gl_context *ctx,
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
GLuint tempTex = 0;
struct gl_renderbuffer *rb = readAtt->Renderbuffer;
struct temp_texture *meta_temp_texture;
if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
return false;
@ -398,23 +399,17 @@ blitframebuffer_texture(struct gl_context *ctx,
filter = GL_LINEAR;
}
if (readAtt->Texture) {
if (readAtt->Texture &&
(readAtt->Texture->Target == GL_TEXTURE_2D ||
readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE)) {
/* 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;
switch (target) {
case GL_TEXTURE_2D:
case GL_TEXTURE_RECTANGLE:
case GL_TEXTURE_2D_MULTISAMPLE:
break;
default:
return false;
}
} else if (ctx->Driver.BindRenderbufferTexImage) {
} else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
/* Otherwise, we need the driver to be able to bind a renderbuffer as
* a texture image.
*/
@ -449,7 +444,38 @@ blitframebuffer_texture(struct gl_context *ctx,
}
}
} else {
return false;
GLenum tex_base_format;
int srcW = abs(srcY1 - srcY0);
int srcH = abs(srcY1 - srcY0);
/* Fall back to doing a CopyTexSubImage to get the destination
* renderbuffer into a texture.
*/
if (rb->NumSamples > 1)
return false;
if (do_depth) {
return false;
} else {
meta_temp_texture = _mesa_meta_get_temp_texture(ctx);
tex_base_format =
_mesa_base_tex_format(ctx, rb->InternalFormat);
}
srcLevel = 0;
target = meta_temp_texture->Target;
texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj);
_mesa_meta_setup_copypix_texture(ctx, meta_temp_texture,
srcX0, srcY0,
srcW, srcH,
tex_base_format,
filter);
srcX0 = 0;
srcY0 = 0;
srcX1 = srcW;
srcY1 = srcH;
}
baseLevelSave = texObj->BaseLevel;
@ -601,7 +627,6 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
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 GLint srcX = MIN2(srcX0, srcX1);
const GLint srcY = MIN2(srcY0, srcY1);
@ -663,7 +688,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
* BlitFramebuffer function.
*/
if (use_glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, NULL, tex->Target);
setup_glsl_blit_framebuffer(ctx, blit, NULL, depthTex->Target);
}
else {
_mesa_meta_setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2);
@ -689,43 +714,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
}
if (!use_glsl_version)
_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;
}
_mesa_set_enable(ctx, depthTex->Target, GL_TRUE);
if ((mask & GL_DEPTH_BUFFER_BIT) &&
_mesa_is_desktop_gl(ctx) &&
@ -783,7 +772,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
}
if (!use_glsl_version)
_mesa_set_enable(ctx, tex->Target, GL_FALSE);
_mesa_set_enable(ctx, depthTex->Target, GL_FALSE);
_mesa_meta_end(ctx);