st/mesa: implement multisample resolve via BlitFramebuffer

This commit is contained in:
Christoph Bumiller 2011-08-03 16:01:41 +02:00
parent 94822c6d83
commit f253d83bc7

View file

@ -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];