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Diffstat (limited to 'mesalib/src/mesa/drivers/common/meta_blit.c')
-rw-r--r--mesalib/src/mesa/drivers/common/meta_blit.c825
1 files changed, 825 insertions, 0 deletions
diff --git a/mesalib/src/mesa/drivers/common/meta_blit.c b/mesalib/src/mesa/drivers/common/meta_blit.c
new file mode 100644
index 000000000..907c2cdf3
--- /dev/null
+++ b/mesalib/src/mesa/drivers/common/meta_blit.c
@@ -0,0 +1,825 @@
+/*
+ * 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/macros.h"
+#include "main/matrix.h"
+#include "main/multisample.h"
+#include "main/objectlabel.h"
+#include "main/readpix.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))
+
+/**
+ * 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,
+ 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;
+ char *name;
+
+ 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:
+ 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;
+ }
+ 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_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 vec2 textureCoords;\n"
+ "out vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n");
+ 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"
+ "out vec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragDepth = texelFetch(texSampler, ivec2(texCoords), %s).r;\n"
+ "}\n",
+ arb_sample_shading_extension_string,
+ 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, ivec2(texCoords), gl_SampleID);");
+ 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, ivec2(texCoords), %d);\n",
+ i, 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 vec2 textureCoords;\n"
+ "out vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n");
+ 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"
+ "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,
+ 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_CreateProgramObjectARB();
+ _mesa_AttachShader(blit->msaa_shaders[shader_index], fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(blit->msaa_shaders[shader_index], vs);
+ _mesa_DeleteObjectARB(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) {
+ 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;
+
+ 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) {
+ /* 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) {
+ /* 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 {
+ return false;
+ }
+
+ 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);
+ 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)
+{
+ 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;
+ 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);
+
+ /* 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;
+ }
+ }
+ }
+
+ /* 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:
+ 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;
+ }
+ if (blit->DepthFP) {
+ _mesa_DeleteProgramsARB(1, &blit->DepthFP);
+ blit->DepthFP = 0;
+ }
+
+ _mesa_meta_blit_shader_table_cleanup(&blit->shaders);
+
+ _mesa_DeleteTextures(1, &blit->depthTex.TexObj);
+ blit->depthTex.TexObj = 0;
+}