mesa/src/mesa/drivers/common/meta_blit.c
Chris Forbes d1b6f67110 meta: Clip src/dest rects in BlitFramebuffer, using the scissor
Fixes piglit's fbo-blit-stretch test on drivers which use the meta path.
(i965: should fix Broadwell, but also fixes Sandybridge/Ivybridge/Haswell
since this test falls off the blorp path now due to format conversion)

V2: Use scissor instead of just mangling the rects, to avoid texcoord
rounding problems. (Thanks Marek)

V3: Rebase on Eric's CTSI meta changes; re-add _mesa_update_state in the
CTSI path so that _mesa_clip_blit sees the correct bounds.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77414
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Tested-by: Anuj Phogat <anuj.phogat@gmail.com>
2014-04-17 18:11:24 +12:00

730 lines
27 KiB
C

/*
* 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/enums.h"
#include "main/fbobject.h"
#include "main/image.h"
#include "main/macros.h"
#include "main/matrix.h"
#include "main/multisample.h"
#include "main/objectlabel.h"
#include "main/readpix.h"
#include "main/scissor.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))
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;
bool dst_is_msaa = false;
GLenum src_datatype;
const char *vec4_prefix;
const char *sampler_array_suffix = "";
char *name;
const char *texcoord_type = "vec2";
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;
}
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);
}
switch (target) {
case GL_TEXTURE_2D_MULTISAMPLE:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
src_rb->_BaseFormat == GL_DEPTH_STENCIL) {
if (dst_is_msaa)
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
else
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
} else {
if (dst_is_msaa)
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
else
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
}
if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
shader_index += (BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
sampler_array_suffix = "Array";
texcoord_type = "vec3";
}
break;
default:
_mesa_problem(ctx, "Unkown texture target %s\n",
_mesa_lookup_enum_by_nr(target));
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
}
/* 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 = "";
}
if (blit->msaa_shaders[shader_index]) {
_mesa_UseProgram(blit->msaa_shaders[shader_index]);
return;
}
mem_ctx = ralloc_context(NULL);
if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE ||
shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
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";
name = "depth MSAA copy";
} 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";
name = "depth MSAA resolve";
}
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"in vec2 position;\n"
"in %s textureCoords;\n"
"out %s texCoords;\n"
"void main()\n"
"{\n"
" texCoords = textureCoords;\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
"}\n",
texcoord_type,
texcoord_type);
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"%s\n"
"uniform sampler2DMS%s texSampler;\n"
"in %s texCoords;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragDepth = texelFetch(texSampler, i%s(texCoords), %s).r;\n"
"}\n",
arb_sample_shading_extension_string,
sampler_array_suffix,
texcoord_type,
texcoord_type,
sample_index);
} else {
/* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
* sample). Yes, this is ridiculous.
*/
int samples;
char *sample_resolve;
const char *arb_sample_shading_extension_string;
const char *merge_function;
name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
vec4_prefix,
dst_is_msaa ? "copy" : "resolve");
samples = MAX2(src_rb->NumSamples, 1);
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, i%s(texCoords), gl_SampleID);", texcoord_type);
merge_function = "";
} else {
int i;
int step;
if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
merge_function =
"gvec4 merge(gvec4 a, gvec4 b) { return (a >> gvec4(1)) + (b >> gvec4(1)) + (a & b & gvec4(1)); }\n";
} else {
/* The divide will happen at the end for floats. */
merge_function =
"vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
}
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);
for (i = 0; i < samples; i++) {
ralloc_asprintf_append(&sample_resolve,
" gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n",
i, texcoord_type, i);
}
/* Now, merge each pair of samples, then merge each pair of those,
* etc.
*/
for (step = 2; step <= samples; step *= 2) {
for (i = 0; i < samples; i += step) {
ralloc_asprintf_append(&sample_resolve,
" gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
step, i,
step / 2, i,
step / 2, i + step / 2);
}
}
/* Scale the final result. */
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);
}
}
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"in vec2 position;\n"
"in %s textureCoords;\n"
"out %s texCoords;\n"
"void main()\n"
"{\n"
" texCoords = textureCoords;\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
"}\n",
texcoord_type,
texcoord_type);
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"%s\n"
"#define gvec4 %svec4\n"
"uniform %ssampler2DMS%s texSampler;\n"
"in %s texCoords;\n"
"out gvec4 out_color;\n"
"\n"
"%s" /* merge_function */
"void main()\n"
"{\n"
"%s\n" /* sample_resolve */
"}\n",
arb_sample_shading_extension_string,
vec4_prefix,
vec4_prefix,
sampler_array_suffix,
texcoord_type,
merge_function,
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_CreateProgram();
_mesa_AttachShader(blit->msaa_shaders[shader_index], fs);
_mesa_DeleteShader(fs);
_mesa_AttachShader(blit->msaa_shaders[shader_index], vs);
_mesa_DeleteShader(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]);
_mesa_ObjectLabel(GL_PROGRAM, blit->msaa_shaders[shader_index], -1, name);
ralloc_free(mem_ctx);
_mesa_UseProgram(blit->msaa_shaders[shader_index]);
}
static void
setup_glsl_blit_framebuffer(struct gl_context *ctx,
struct blit_state *blit,
struct gl_renderbuffer *src_rb,
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);
if (target == GL_TEXTURE_2D_MULTISAMPLE ||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target);
} else {
_mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
}
}
/**
* Try to do a color or depth glBlitFramebuffer using texturing.
*
* We can do this when the src renderbuffer is actually a texture, or when the
* driver exposes BindRenderbufferTexImage().
*/
static bool
blitframebuffer_texture(struct gl_context *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLenum filter, GLint flipX, GLint flipY,
GLboolean glsl_version, GLboolean do_depth)
{
const struct gl_framebuffer *readFb = ctx->ReadBuffer;
int att_index = do_depth ? BUFFER_DEPTH : readFb->_ColorReadBufferIndex;
const struct gl_renderbuffer_attachment *readAtt =
&readFb->Attachment[att_index];
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);
struct gl_texture_object *texObj;
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;
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;
if (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
filter == GL_SCALED_RESOLVE_NICEST_EXT) {
filter = GL_LINEAR;
}
if (readAtt->Texture &&
(readAtt->Texture->Target == GL_TEXTURE_2D ||
readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE ||
readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
/* 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;
} else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
/* Otherwise, we need the driver to be able to bind a renderbuffer as
* a texture image.
*/
struct gl_texture_image *texImage;
if (rb->NumSamples > 1)
target = GL_TEXTURE_2D_MULTISAMPLE;
else
target = GL_TEXTURE_2D;
_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;
}
}
} else {
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 (ctx->Meta->Blit.no_ctsi_fallback)
return false;
if (rb->NumSamples > 1)
return false;
if (do_depth) {
meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx);
tex_base_format = GL_DEPTH_COMPONENT;
} 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;
maxLevelSave = texObj->MaxLevel;
if (glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, rb, 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 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.
*/
if (ctx->Extensions.EXT_texture_sRGB_decode) {
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(). */
}
}
if (!glsl_version) {
_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 ||
target == GL_TEXTURE_2D_MULTISAMPLE ||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
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(!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);
_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);
if (tempTex)
_mesa_DeleteTextures(1, &tempTex);
return true;
}
/**
* 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)
{
const GLint dstW = abs(dstX1 - dstX0);
const GLint dstH = abs(dstY1 - dstY0);
const GLint dstFlipX = (dstX1 - dstX0) / dstW;
const GLint dstFlipY = (dstY1 - dstY0) / dstH;
struct {
GLint srcX0, srcY0, srcX1, srcY1;
GLint dstX0, dstY0, dstX1, dstY1;
} clip = {
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1
};
const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader;
/* Multisample texture blit support requires texture multisample. */
if (ctx->ReadBuffer->Visual.samples > 0 &&
!ctx->Extensions.ARB_texture_multisample) {
goto fallback;
}
/* Clip a copy of the blit coordinates. If these differ from the input
* coordinates, then we'll set the scissor.
*/
if (!_mesa_clip_blit(ctx, &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
&clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) {
/* clipped/scissored everything away */
return;
}
/* Only scissor affects blit, but we're doing to set a custom scissor if
* necessary anyway, so save/clear state.
*/
_mesa_meta_begin(ctx, MESA_META_ALL);
/* If the clipping earlier changed the destination rect at all, then
* enable the scissor to clip to it.
*/
if (clip.dstX0 != dstX0 || clip.dstY0 != dstY0 ||
clip.dstX1 != dstX1 || clip.dstY1 != dstY1) {
_mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
_mesa_Scissor(MIN2(clip.dstX0, clip.dstX1),
MIN2(clip.dstY0, clip.dstY1),
abs(clip.dstX0 - clip.dstX1),
abs(clip.dstY0 - clip.dstY1));
}
/* Try faster, direct texture approach first */
if (mask & GL_COLOR_BUFFER_BIT) {
if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
filter, dstFlipX, dstFlipY,
use_glsl_version, false)) {
mask &= ~GL_COLOR_BUFFER_BIT;
if (mask == 0x0) {
_mesa_meta_end(ctx);
return;
}
}
}
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;
}
}
}
if (mask & GL_STENCIL_BUFFER_BIT) {
/* XXX can't easily do stencil */
}
_mesa_meta_end(ctx);
fallback:
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;
}
_mesa_meta_blit_shader_table_cleanup(&blit->shaders);
_mesa_DeleteTextures(1, &blit->depthTex.TexObj);
blit->depthTex.TexObj = 0;
}