diff options
Diffstat (limited to 'mesalib/src/mesa/drivers/common/meta_blit.c')
-rw-r--r-- | mesalib/src/mesa/drivers/common/meta_blit.c | 329 |
1 files changed, 117 insertions, 212 deletions
diff --git a/mesalib/src/mesa/drivers/common/meta_blit.c b/mesalib/src/mesa/drivers/common/meta_blit.c index 31e494fb8..5d72dd2ec 100644 --- a/mesalib/src/mesa/drivers/common/meta_blit.c +++ b/mesalib/src/mesa/drivers/common/meta_blit.c @@ -33,11 +33,13 @@ #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" @@ -52,37 +54,6 @@ /** 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); -} - static void setup_glsl_msaa_blit_shader(struct gl_context *ctx, struct blit_state *blit, @@ -97,7 +68,9 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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); @@ -125,6 +98,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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) @@ -137,6 +111,13 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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", @@ -167,6 +148,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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; @@ -197,26 +180,31 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, vs_source = ralloc_asprintf(mem_ctx, "#version 130\n" "in vec2 position;\n" - "in vec2 textureCoords;\n" - "out vec2 texCoords;\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"); + "}\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 texSampler;\n" - "in vec2 texCoords;\n" + "uniform sampler2DMS%s texSampler;\n" + "in %s texCoords;\n" "out vec4 out_color;\n" "\n" "void main()\n" "{\n" - " gl_FragDepth = texelFetch(texSampler, ivec2(texCoords), %s).r;\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 @@ -234,7 +222,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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);"); + sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, i%s(texCoords), gl_SampleID);", texcoord_type); merge_function = ""; } else { int i; @@ -263,8 +251,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, sample_resolve = rzalloc_size(mem_ctx, 1); for (i = 0; i < samples; i++) { ralloc_asprintf_append(&sample_resolve, - " gvec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n", - i, i); + " 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. @@ -294,20 +282,22 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, vs_source = ralloc_asprintf(mem_ctx, "#version 130\n" "in vec2 position;\n" - "in vec2 textureCoords;\n" - "out vec2 texCoords;\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"); + "}\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 texSampler;\n" - "in vec2 texCoords;\n" + "uniform %ssampler2DMS%s texSampler;\n" + "in %s texCoords;\n" "out gvec4 out_color;\n" "\n" "%s" /* merge_function */ @@ -318,6 +308,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, arb_sample_shading_extension_string, vec4_prefix, vec4_prefix, + sampler_array_suffix, + texcoord_type, merge_function, sample_resolve); } @@ -350,7 +342,8 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx, _mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0); - if (target == GL_TEXTURE_2D_MULTISAMPLE) { + 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); @@ -389,6 +382,7 @@ 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 +392,18 @@ 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 || + 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; - - 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 +438,42 @@ 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 (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; @@ -533,7 +557,8 @@ blitframebuffer_texture(struct gl_context *ctx, } else { assert(target == GL_TEXTURE_RECTANGLE_ARB || - target == GL_TEXTURE_2D_MULTISAMPLE); + target == GL_TEXTURE_2D_MULTISAMPLE || + target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY); s0 = (float) srcX0; s1 = (float) srcX1; t0 = (float) srcY0; @@ -600,47 +625,53 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, 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; + 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; - /* 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. - */ - if (srcW > maxTexSize || srcH > maxTexSize) { - /* XXX avoid this fallback */ - goto fallback; - } - /* Multisample texture blit support requires texture multisample. */ if (ctx->ReadBuffer->Visual.samples > 0 && !ctx->Extensions.ARB_texture_multisample) { goto fallback; } - /* only scissor effects blit so save/clear all other relevant state */ - _mesa_meta_begin(ctx, ~MESA_META_SCISSOR); + /* 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) { @@ -669,132 +700,10 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, } } - /* Choose between glsl version and fixed function version of - * BlitFramebuffer function. - */ - if (use_glsl_version) { - setup_glsl_blit_framebuffer(ctx, blit, NULL, tex->Target); - } - 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; - - } - - 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; - } - - 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 */ } - if (!use_glsl_version) - _mesa_set_enable(ctx, tex->Target, GL_FALSE); - _mesa_meta_end(ctx); fallback: @@ -813,10 +722,6 @@ _mesa_meta_glsl_blit_cleanup(struct blit_state *blit) _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); |