1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
|
/*
* 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/uniforms.h"
#include "main/varray.h"
#include "main/viewport.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
#include "util/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_scaled_shader(struct gl_context *ctx,
struct blit_state *blit,
struct gl_renderbuffer *src_rb,
GLenum target, GLenum filter)
{
GLint loc_src_width, loc_src_height;
int i, samples;
int shader_offset = 0;
void *mem_ctx = ralloc_context(NULL);
char *fs_source;
char *name, *sample_number;
const uint8_t *sample_map;
char *sample_map_str = rzalloc_size(mem_ctx, 1);
char *sample_map_expr = rzalloc_size(mem_ctx, 1);
char *texel_fetch_macro = rzalloc_size(mem_ctx, 1);
const char *vs_source;
const char *sampler_array_suffix = "";
const char *texcoord_type = "vec2";
float y_scale;
enum blit_msaa_shader shader_index;
assert(src_rb);
samples = MAX2(src_rb->NumSamples, 1);
y_scale = samples * 0.5;
/* We expect only power of 2 samples in source multisample buffer. */
assert((samples & (samples - 1)) == 0);
while (samples >> (shader_offset + 1)) {
shader_offset++;
}
/* Update the assert if we plan to support more than 8X MSAA. */
assert(shader_offset > 0 && shader_offset < 4);
assert(target == GL_TEXTURE_2D_MULTISAMPLE ||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE +
shader_offset - 1;
if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
shader_index += BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE -
BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE;
sampler_array_suffix = "Array";
texcoord_type = "vec3";
}
if (blit->msaa_shaders[shader_index]) {
_mesa_UseProgram(blit->msaa_shaders[shader_index]);
/* Update the uniform values. */
loc_src_width =
_mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
loc_src_height =
_mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
_mesa_Uniform1f(loc_src_width, src_rb->Width);
_mesa_Uniform1f(loc_src_height, src_rb->Height);
return;
}
name = ralloc_asprintf(mem_ctx, "vec4 MSAA scaled resolve");
/* Below switch is used to setup the shader expression, which computes
* sample index and map it to to a sample number on hardware.
*/
switch(samples) {
case 2:
sample_number = "sample_map[int(2 * fract(coord.x))]";
sample_map = ctx->Const.SampleMap2x;
break;
case 4:
sample_number = "sample_map[int(2 * fract(coord.x) + 4 * fract(coord.y))]";
sample_map = ctx->Const.SampleMap4x;
break;
case 8:
sample_number = "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
sample_map = ctx->Const.SampleMap8x;
break;
default:
_mesa_problem(ctx, "Unsupported sample count %d\n", samples);
}
/* Create sample map string. */
for (i = 0 ; i < samples - 1; i++) {
ralloc_asprintf_append(&sample_map_str, "%d, ", sample_map[i]);
}
ralloc_asprintf_append(&sample_map_str, "%d", sample_map[samples - 1]);
/* Create sample map expression using above string. */
ralloc_asprintf_append(&sample_map_expr,
" const int sample_map[%d] = int[%d](%s);\n",
samples, samples, sample_map_str);
ralloc_asprintf_append(&texel_fetch_macro,
"#define TEXEL_FETCH(coord) texelFetch(texSampler, i%s(coord), %s);\n",
texcoord_type, sample_number);
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"
"uniform sampler2DMS%s texSampler;\n"
"uniform float src_width, src_height;\n"
"in %s texCoords;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
"%s"
" vec2 interp;\n"
" const vec2 scale = vec2(2.0f, %ff);\n"
" const vec2 scale_inv = vec2(0.5f, %ff);\n"
" const vec2 s_0_offset = vec2(0.25f, %ff);\n"
" vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n"
" vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n"
" vec4 x_0_color, x_1_color;\n"
" vec2 tex_coord = texCoords - s_0_offset;\n"
"\n"
" tex_coord *= scale;\n"
" clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
" clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n"
" interp = fract(tex_coord);\n"
" tex_coord = ivec2(tex_coord) * scale_inv;\n"
"\n"
" /* Compute the sample coordinates used for filtering. */\n"
" s_0_coord = tex_coord;\n"
" s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n"
" s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n"
" s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n"
"\n"
" /* Fetch sample color values. */\n"
"%s"
" s_0_color = TEXEL_FETCH(s_0_coord)\n"
" s_1_color = TEXEL_FETCH(s_1_coord)\n"
" s_2_color = TEXEL_FETCH(s_2_coord)\n"
" s_3_color = TEXEL_FETCH(s_3_coord)\n"
"#undef TEXEL_FETCH\n"
"\n"
" /* Do bilinear filtering on sample colors. */\n"
" x_0_color = mix(s_0_color, s_1_color, interp.x);\n"
" x_1_color = mix(s_2_color, s_3_color, interp.x);\n"
" out_color = mix(x_0_color, x_1_color, interp.y);\n"
"}\n",
sampler_array_suffix,
texcoord_type,
sample_map_expr,
y_scale,
1.0f / y_scale,
1.0f / samples,
texel_fetch_macro);
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
&blit->msaa_shaders[shader_index]);
loc_src_width =
_mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
loc_src_height =
_mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
_mesa_Uniform1f(loc_src_width, src_rb->Width);
_mesa_Uniform1f(loc_src_height, src_rb->Height);
ralloc_free(mem_ctx);
}
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;
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";
int samples;
int shader_offset = 0;
if (src_rb) {
samples = MAX2(src_rb->NumSamples, 1);
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.
*/
samples = 1;
src_datatype = GL_UNSIGNED_NORMALIZED;
}
/* We expect only power of 2 samples in source multisample buffer. */
assert((samples & (samples - 1)) == 0);
while (samples >> (shader_offset + 1)) {
shader_offset++;
}
/* Update the assert if we plan to support more than 16X MSAA. */
assert(shader_offset >= 0 && shader_offset <= 4);
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 && (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_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
shader_offset;
}
}
if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
shader_index += (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
BLIT_1X_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_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
}
/* We rely on the enum being sorted this way. */
STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5);
STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10);
if (src_datatype == GL_INT) {
shader_index += 5;
vec4_prefix = "i";
} else if (src_datatype == GL_UNSIGNED_INT) {
shader_index += 10;
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.
*/
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");
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,
" gl_FragColor = 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);
}
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
&blit->msaa_shaders[shader_index]);
ralloc_free(mem_ctx);
}
static void
setup_glsl_blit_framebuffer(struct gl_context *ctx,
struct blit_state *blit,
struct gl_renderbuffer *src_rb,
GLenum target, GLenum filter,
bool is_scaled_blit)
{
unsigned texcoord_size;
bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE ||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
bool is_filter_scaled_resolve = filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
filter == GL_SCALED_RESOLVE_NICEST_EXT;
/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
_mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true,
2, texcoord_size, 0);
if (is_target_multisample && is_filter_scaled_resolve && is_scaled_blit) {
setup_glsl_msaa_blit_scaled_shader(ctx, blit, src_rb, target, filter);
} else if (is_target_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;
struct fb_tex_blit_state fb_tex_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);
const int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
bool scaled_blit = false;
struct gl_texture_object *texObj;
GLuint srcLevel;
GLenum target;
struct gl_renderbuffer *rb = readAtt->Renderbuffer;
struct temp_texture *meta_temp_texture;
if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
return false;
_mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);
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) {
if (!_mesa_meta_bind_rb_as_tex_image(ctx, rb, &fb_tex_blit.tempTex,
&texObj, &target))
return false;
srcLevel = 0;
if (_mesa_is_winsys_fbo(readFb)) {
GLint temp = srcY0;
srcY0 = rb->Height - srcY1;
srcY1 = rb->Height - temp;
flipY = -flipY;
}
} else {
GLenum tex_base_format;
/* 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);
if (texObj == NULL) {
return false;
}
_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;
}
fb_tex_blit.baseLevelSave = texObj->BaseLevel;
fb_tex_blit.maxLevelSave = texObj->MaxLevel;
fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;
scaled_blit = dstW != srcW || dstH != srcH;
if (glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, rb, target, filter, scaled_blit);
}
else {
_mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
&ctx->Meta->Blit.VBO,
2);
}
/*
printf("Blit from texture!\n");
printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
*/
fb_tex_blit.sampler = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
srcLevel);
/* 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(fb_tex_blit.sampler,
GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
_mesa_set_framebuffer_srgb(ctx, GL_TRUE);
} else {
_mesa_SamplerParameteri(fb_tex_blit.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[0].tex[2] = readAtt->Zoffset;
verts[1].tex[0] = s1;
verts[1].tex[1] = t0;
verts[1].tex[2] = readAtt->Zoffset;
verts[2].tex[0] = s1;
verts[2].tex[1] = t1;
verts[2].tex[2] = readAtt->Zoffset;
verts[3].tex[0] = s0;
verts[3].tex[1] = t1;
verts[3].tex[2] = readAtt->Zoffset;
_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);
_mesa_meta_fb_tex_blit_end(ctx, target, &fb_tex_blit);
return true;
}
void
_mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx,
struct fb_tex_blit_state *blit)
{
blit->samplerSave =
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
blit->tempTex = 0;
}
void
_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
struct fb_tex_blit_state *blit)
{
/* 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, blit->baseLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, blit->maxLevelSave);
if (ctx->Extensions.ARB_stencil_texturing) {
const struct gl_texture_object *texObj =
_mesa_get_current_tex_object(ctx, target);
if (texObj->StencilSampling != blit->stencilSamplingSave)
_mesa_TexParameteri(target, GL_DEPTH_STENCIL_TEXTURE_MODE,
blit->stencilSamplingSave ?
GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
}
}
_mesa_BindSampler(ctx->Texture.CurrentUnit, blit->samplerSave);
_mesa_DeleteSamplers(1, &blit->sampler);
if (blit->tempTex)
_mesa_DeleteTextures(1, &blit->tempTex);
}
GLboolean
_mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
struct gl_renderbuffer *rb,
GLuint *tex,
struct gl_texture_object **texObj,
GLenum *target)
{
struct gl_texture_image *texImage;
GLuint tempTex;
if (rb->NumSamples > 1)
*target = GL_TEXTURE_2D_MULTISAMPLE;
else
*target = GL_TEXTURE_2D;
tempTex = 0;
_mesa_GenTextures(1, &tempTex);
if (tempTex == 0)
return false;
*tex = tempTex;
_mesa_BindTexture(*target, *tex);
*texObj = _mesa_lookup_texture(ctx, *tex);
texImage = _mesa_get_tex_image(ctx, *texObj, *target, 0);
if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
_mesa_DeleteTextures(1, tex);
return false;
}
if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
rb->NeedsFinishRenderTexture = true;
ctx->Driver.FinishRenderTexture(ctx, rb);
}
return true;
}
GLuint
_mesa_meta_setup_sampler(struct gl_context *ctx,
const struct gl_texture_object *texObj,
GLenum target, GLenum filter, GLuint srcLevel)
{
GLuint sampler;
GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
filter == GL_SCALED_RESOLVE_NICEST_EXT) ?
GL_NEAREST : filter;
_mesa_GenSamplers(1, &sampler);
_mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
/* Prepare src texture state */
_mesa_BindTexture(target, texObj->Name);
_mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, tex_filter);
_mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, tex_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);
return sampler;
}
/**
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
* of texture mapping and polygon rendering.
*/
GLbitfield
_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) {
return mask;
}
/* 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 0;
}
/* 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 & ~MESA_META_DRAW_BUFFERS);
/* Dithering shouldn't be performed for glBlitFramebuffer */
_mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
/* 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 & 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 & GL_STENCIL_BUFFER_BIT) {
/* XXX can't easily do stencil */
}
_mesa_meta_end(ctx);
return mask;
}
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;
}
void
_mesa_meta_and_swrast_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)
{
mask = _mesa_meta_BlitFramebuffer(ctx,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
if (mask == 0x0)
return;
_swrast_BlitFramebuffer(ctx,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
}
|