mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
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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>
730 lines
27 KiB
C
730 lines
27 KiB
C
/*
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* Mesa 3-D graphics library
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*
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "main/glheader.h"
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#include "main/mtypes.h"
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#include "main/imports.h"
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#include "main/arbprogram.h"
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#include "main/arrayobj.h"
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#include "main/blend.h"
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#include "main/condrender.h"
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#include "main/depth.h"
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#include "main/enable.h"
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#include "main/enums.h"
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#include "main/fbobject.h"
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#include "main/image.h"
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#include "main/macros.h"
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#include "main/matrix.h"
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#include "main/multisample.h"
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#include "main/objectlabel.h"
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#include "main/readpix.h"
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#include "main/scissor.h"
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#include "main/shaderapi.h"
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#include "main/texobj.h"
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#include "main/texenv.h"
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#include "main/teximage.h"
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#include "main/texparam.h"
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#include "main/varray.h"
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#include "main/viewport.h"
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#include "swrast/swrast.h"
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#include "drivers/common/meta.h"
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#include "../glsl/ralloc.h"
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/** Return offset in bytes of the field within a vertex struct */
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#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
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static void
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setup_glsl_msaa_blit_shader(struct gl_context *ctx,
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struct blit_state *blit,
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struct gl_renderbuffer *src_rb,
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GLenum target)
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{
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const char *vs_source;
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char *fs_source;
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GLuint vs, fs;
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void *mem_ctx;
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enum blit_msaa_shader shader_index;
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bool dst_is_msaa = false;
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GLenum src_datatype;
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const char *vec4_prefix;
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const char *sampler_array_suffix = "";
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char *name;
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const char *texcoord_type = "vec2";
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if (src_rb) {
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src_datatype = _mesa_get_format_datatype(src_rb->Format);
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} else {
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/* depth-or-color glCopyTexImage fallback path that passes a NULL rb and
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* doesn't handle integer.
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*/
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src_datatype = GL_UNSIGNED_NORMALIZED;
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}
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if (ctx->DrawBuffer->Visual.samples > 1) {
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/* If you're calling meta_BlitFramebuffer with the destination
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* multisampled, this is the only path that will work -- swrast and
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* CopyTexImage won't work on it either.
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*/
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assert(ctx->Extensions.ARB_sample_shading);
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dst_is_msaa = true;
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/* We need shader invocation per sample, not per pixel */
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_mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE);
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_mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE);
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_mesa_MinSampleShading(1.0);
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}
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switch (target) {
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case GL_TEXTURE_2D_MULTISAMPLE:
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case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
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if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
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src_rb->_BaseFormat == GL_DEPTH_STENCIL) {
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if (dst_is_msaa)
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shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
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else
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shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
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} else {
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if (dst_is_msaa)
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shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
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else
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shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
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}
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if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
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shader_index += (BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
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sampler_array_suffix = "Array";
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texcoord_type = "vec3";
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}
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break;
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default:
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_mesa_problem(ctx, "Unkown texture target %s\n",
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_mesa_lookup_enum_by_nr(target));
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shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
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}
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/* We rely on the enum being sorted this way. */
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STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 1);
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STATIC_ASSERT(BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 2);
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if (src_datatype == GL_INT) {
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shader_index++;
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vec4_prefix = "i";
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} else if (src_datatype == GL_UNSIGNED_INT) {
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shader_index += 2;
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vec4_prefix = "u";
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} else {
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vec4_prefix = "";
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}
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if (blit->msaa_shaders[shader_index]) {
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_mesa_UseProgram(blit->msaa_shaders[shader_index]);
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return;
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}
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mem_ctx = ralloc_context(NULL);
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if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
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shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE ||
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shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
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shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
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char *sample_index;
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const char *arb_sample_shading_extension_string;
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if (dst_is_msaa) {
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arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
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sample_index = "gl_SampleID";
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name = "depth MSAA copy";
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} else {
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/* Don't need that extension, since we're drawing to a single-sampled
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* destination.
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*/
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arb_sample_shading_extension_string = "";
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/* From the GL 4.3 spec:
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*
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* "If there is a multisample buffer (the value of SAMPLE_BUFFERS
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* is one), then values are obtained from the depth samples in
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* this buffer. It is recommended that the depth value of the
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* centermost sample be used, though implementations may choose
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* any function of the depth sample values at each pixel.
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*
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* We're slacking and instead of choosing centermost, we've got 0.
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*/
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sample_index = "0";
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name = "depth MSAA resolve";
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}
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vs_source = ralloc_asprintf(mem_ctx,
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"#version 130\n"
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"in vec2 position;\n"
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"in %s textureCoords;\n"
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"out %s texCoords;\n"
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"void main()\n"
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"{\n"
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" texCoords = textureCoords;\n"
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" gl_Position = vec4(position, 0.0, 1.0);\n"
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"}\n",
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texcoord_type,
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texcoord_type);
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fs_source = ralloc_asprintf(mem_ctx,
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"#version 130\n"
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"#extension GL_ARB_texture_multisample : enable\n"
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"%s\n"
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"uniform sampler2DMS%s texSampler;\n"
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"in %s texCoords;\n"
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"out vec4 out_color;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_FragDepth = texelFetch(texSampler, i%s(texCoords), %s).r;\n"
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"}\n",
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arb_sample_shading_extension_string,
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sampler_array_suffix,
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texcoord_type,
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texcoord_type,
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sample_index);
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} else {
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/* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
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* sample). Yes, this is ridiculous.
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*/
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int samples;
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char *sample_resolve;
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const char *arb_sample_shading_extension_string;
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const char *merge_function;
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name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
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vec4_prefix,
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dst_is_msaa ? "copy" : "resolve");
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samples = MAX2(src_rb->NumSamples, 1);
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if (dst_is_msaa) {
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arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
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sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, i%s(texCoords), gl_SampleID);", texcoord_type);
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merge_function = "";
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} else {
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int i;
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int step;
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if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
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merge_function =
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"gvec4 merge(gvec4 a, gvec4 b) { return (a >> gvec4(1)) + (b >> gvec4(1)) + (a & b & gvec4(1)); }\n";
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} else {
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/* The divide will happen at the end for floats. */
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merge_function =
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"vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
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}
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arb_sample_shading_extension_string = "";
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/* We're assuming power of two samples for this resolution procedure.
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*
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* To avoid losing any floating point precision if the samples all
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* happen to have the same value, we merge pairs of values at a time
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* (so the floating point exponent just gets increased), rather than
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* doing a naive sum and dividing.
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*/
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assert((samples & (samples - 1)) == 0);
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/* Fetch each individual sample. */
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sample_resolve = rzalloc_size(mem_ctx, 1);
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for (i = 0; i < samples; i++) {
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ralloc_asprintf_append(&sample_resolve,
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" gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n",
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i, texcoord_type, i);
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}
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/* Now, merge each pair of samples, then merge each pair of those,
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* etc.
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*/
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for (step = 2; step <= samples; step *= 2) {
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for (i = 0; i < samples; i += step) {
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ralloc_asprintf_append(&sample_resolve,
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" gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
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step, i,
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step / 2, i,
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step / 2, i + step / 2);
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}
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}
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/* Scale the final result. */
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if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) {
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ralloc_asprintf_append(&sample_resolve,
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" out_color = sample_%d_0;\n",
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samples);
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} else {
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ralloc_asprintf_append(&sample_resolve,
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" out_color = sample_%d_0 / %f;\n",
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samples, (float)samples);
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}
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}
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vs_source = ralloc_asprintf(mem_ctx,
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"#version 130\n"
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"in vec2 position;\n"
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"in %s textureCoords;\n"
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"out %s texCoords;\n"
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"void main()\n"
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"{\n"
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" texCoords = textureCoords;\n"
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" gl_Position = vec4(position, 0.0, 1.0);\n"
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"}\n",
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texcoord_type,
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texcoord_type);
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fs_source = ralloc_asprintf(mem_ctx,
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"#version 130\n"
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"#extension GL_ARB_texture_multisample : enable\n"
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"%s\n"
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"#define gvec4 %svec4\n"
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"uniform %ssampler2DMS%s texSampler;\n"
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"in %s texCoords;\n"
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"out gvec4 out_color;\n"
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"\n"
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"%s" /* merge_function */
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"void main()\n"
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"{\n"
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"%s\n" /* sample_resolve */
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"}\n",
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arb_sample_shading_extension_string,
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vec4_prefix,
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vec4_prefix,
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sampler_array_suffix,
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texcoord_type,
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merge_function,
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sample_resolve);
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}
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vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
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fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
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blit->msaa_shaders[shader_index] = _mesa_CreateProgram();
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_mesa_AttachShader(blit->msaa_shaders[shader_index], fs);
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_mesa_DeleteShader(fs);
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_mesa_AttachShader(blit->msaa_shaders[shader_index], vs);
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_mesa_DeleteShader(vs);
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_mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 0, "position");
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_mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 1, "texcoords");
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_mesa_meta_link_program_with_debug(ctx, blit->msaa_shaders[shader_index]);
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_mesa_ObjectLabel(GL_PROGRAM, blit->msaa_shaders[shader_index], -1, name);
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ralloc_free(mem_ctx);
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_mesa_UseProgram(blit->msaa_shaders[shader_index]);
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}
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static void
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setup_glsl_blit_framebuffer(struct gl_context *ctx,
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struct blit_state *blit,
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struct gl_renderbuffer *src_rb,
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GLenum target)
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{
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/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
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assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
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_mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
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if (target == GL_TEXTURE_2D_MULTISAMPLE ||
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target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
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setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target);
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} else {
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_mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
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}
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}
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/**
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* Try to do a color or depth glBlitFramebuffer using texturing.
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*
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* We can do this when the src renderbuffer is actually a texture, or when the
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* driver exposes BindRenderbufferTexImage().
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*/
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static bool
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blitframebuffer_texture(struct gl_context *ctx,
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GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLenum filter, GLint flipX, GLint flipY,
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GLboolean glsl_version, GLboolean do_depth)
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{
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const struct gl_framebuffer *readFb = ctx->ReadBuffer;
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int att_index = do_depth ? BUFFER_DEPTH : readFb->_ColorReadBufferIndex;
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const struct gl_renderbuffer_attachment *readAtt =
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&readFb->Attachment[att_index];
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struct blit_state *blit = &ctx->Meta->Blit;
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const GLint dstX = MIN2(dstX0, dstX1);
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const GLint dstY = MIN2(dstY0, dstY1);
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const GLint dstW = abs(dstX1 - dstX0);
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const GLint dstH = abs(dstY1 - dstY0);
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struct gl_texture_object *texObj;
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GLuint srcLevel;
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GLint baseLevelSave;
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GLint maxLevelSave;
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GLenum target;
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GLuint sampler, samplerSave =
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ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
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ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
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GLuint tempTex = 0;
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struct gl_renderbuffer *rb = readAtt->Renderbuffer;
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struct temp_texture *meta_temp_texture;
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if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
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return false;
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if (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
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filter == GL_SCALED_RESOLVE_NICEST_EXT) {
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filter = GL_LINEAR;
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}
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if (readAtt->Texture &&
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(readAtt->Texture->Target == GL_TEXTURE_2D ||
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readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
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readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE ||
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readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
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/* If there's a texture attached of a type we can handle, then just use
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* it directly.
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*/
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srcLevel = readAtt->TextureLevel;
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texObj = readAtt->Texture;
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target = texObj->Target;
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} else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
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/* Otherwise, we need the driver to be able to bind a renderbuffer as
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* a texture image.
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*/
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struct gl_texture_image *texImage;
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if (rb->NumSamples > 1)
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target = GL_TEXTURE_2D_MULTISAMPLE;
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else
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target = GL_TEXTURE_2D;
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_mesa_GenTextures(1, &tempTex);
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_mesa_BindTexture(target, tempTex);
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srcLevel = 0;
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texObj = _mesa_lookup_texture(ctx, tempTex);
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texImage = _mesa_get_tex_image(ctx, texObj, target, srcLevel);
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if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
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_mesa_DeleteTextures(1, &tempTex);
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return false;
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} else {
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if (ctx->Driver.FinishRenderTexture &&
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!rb->NeedsFinishRenderTexture) {
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rb->NeedsFinishRenderTexture = true;
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ctx->Driver.FinishRenderTexture(ctx, rb);
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}
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if (_mesa_is_winsys_fbo(readFb)) {
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GLint temp = srcY0;
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srcY0 = rb->Height - srcY1;
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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;
|
|
}
|