/* * 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; }