| /* |
| * 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 *sampler_array_suffix = ""; |
| float x_scale, y_scale; |
| enum blit_msaa_shader shader_index; |
| |
| assert(src_rb); |
| samples = MAX2(src_rb->NumSamples, 1); |
| |
| if (samples == 16) |
| x_scale = 4.0; |
| else |
| x_scale = 2.0; |
| y_scale = samples / x_scale; |
| |
| /* We expect only power of 2 samples in source multisample buffer. */ |
| assert(samples > 0 && _mesa_is_pow_two(samples)); |
| 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); |
| |
| 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"; |
| } |
| |
| if (blit->msaa_shaders[shader_index]) { |
| _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]); |
| /* Update the uniform values. */ |
| loc_src_width = |
| _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width"); |
| loc_src_height = |
| _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "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; |
| case 16: |
| sample_number = "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]"; |
| sample_map = ctx->Const.SampleMap16x; |
| break; |
| default: |
| sample_number = NULL; |
| sample_map = NULL; |
| _mesa_problem(ctx, "Unsupported sample count %d\n", samples); |
| unreachable("Unsupported sample count"); |
| } |
| |
| /* 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); |
| |
| if (target == GL_TEXTURE_2D_MULTISAMPLE) { |
| ralloc_asprintf_append(&texel_fetch_macro, |
| "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec2(coord), %s);\n", |
| sample_number); |
| } else { |
| ralloc_asprintf_append(&texel_fetch_macro, |
| "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec3(coord, layer), %s);\n", |
| sample_number); |
| } |
| |
| static const char vs_source[] = |
| "#version 130\n" |
| "#extension GL_ARB_explicit_attrib_location: enable\n" |
| "layout(location = 0) in vec2 position;\n" |
| "layout(location = 1) in vec3 textureCoords;\n" |
| "out vec2 texCoords;\n" |
| "flat out int layer;\n" |
| "void main()\n" |
| "{\n" |
| " texCoords = textureCoords.xy;\n" |
| " layer = int(textureCoords.z);\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" |
| "uniform sampler2DMS%s texSampler;\n" |
| "uniform float src_width, src_height;\n" |
| "in vec2 texCoords;\n" |
| "flat in int layer;\n" |
| "out vec4 out_color;\n" |
| "\n" |
| "void main()\n" |
| "{\n" |
| "%s" |
| " vec2 interp;\n" |
| " const vec2 scale = vec2(%ff, %ff);\n" |
| " const vec2 scale_inv = vec2(%ff, %ff);\n" |
| " const vec2 s_0_offset = vec2(%ff, %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" |
| " tex_coord.x = clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n" |
| " tex_coord.y = 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, |
| sample_map_expr, |
| x_scale, y_scale, |
| 1.0f / x_scale, 1.0f / y_scale, |
| 0.5f / x_scale, 0.5f / y_scale, |
| texel_fetch_macro); |
| |
| _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name, |
| &blit->msaa_shaders[shader_index]); |
| loc_src_width = |
| _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width"); |
| loc_src_height = |
| _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "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, |
| const struct gl_framebuffer *drawFb, |
| 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 > 0 && _mesa_is_pow_two(samples)); |
| 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 (drawFb->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, "Unknown texture target %s\n", |
| _mesa_enum_to_string(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_meta_use_program(ctx, 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 *tex_coords = "texCoords"; |
| |
| if (dst_is_msaa) { |
| sample_index = "gl_SampleID"; |
| name = "depth MSAA copy"; |
| |
| if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) { |
| /* See comment below for the color copy */ |
| tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))"; |
| } |
| } else { |
| /* 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" |
| "#extension GL_ARB_explicit_attrib_location: enable\n" |
| "layout(location = 0) in vec2 position;\n" |
| "layout(location = 1) 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" |
| "#extension GL_ARB_sample_shading : enable\n" |
| "#extension GL_ARB_gpu_shader5 : enable\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(%s), %s).r;\n" |
| "}\n", |
| sampler_array_suffix, |
| texcoord_type, |
| texcoord_type, |
| tex_coords, |
| 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 *merge_function; |
| name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s", |
| vec4_prefix, |
| dst_is_msaa ? "copy" : "resolve"); |
| |
| if (dst_is_msaa) { |
| const char *tex_coords; |
| |
| if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) { |
| /* If interpolateAtOffset is available then it will be used to |
| * force the interpolation to the center. This is required at |
| * least on Intel hardware because it is possible to have a sample |
| * position on the 0 x or y axis which means it will lie exactly |
| * on the pixel boundary. If we let the hardware interpolate the |
| * coordinates at one of these positions then it is possible for |
| * it to jump to a neighboring texel when converting to ints due |
| * to rounding errors. This is only done for >= 16x MSAA because |
| * it probably has some overhead. It is more likely that some |
| * hardware will use one of these problematic positions at 16x |
| * MSAA because in that case in D3D they are defined to be at |
| * these positions. |
| */ |
| tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))"; |
| } else { |
| tex_coords = "texCoords"; |
| } |
| |
| sample_resolve = |
| ralloc_asprintf(mem_ctx, |
| " out_color = texelFetch(texSampler, " |
| "i%s(%s), gl_SampleID);", |
| texcoord_type, tex_coords); |
| |
| merge_function = ""; |
| } else { |
| int i; |
| int step; |
| |
| if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) { |
| /* From the OpenGL ES 3.2 spec section 16.2.1: |
| * |
| * "If the source formats are integer types or stencil values, |
| * a single sample's value is selected for each pixel." |
| * |
| * The OpenGL 4.4 spec contains exactly the same language. |
| * |
| * We can accomplish this by making the merge function return just |
| * one of the two samples. The compiler should do the rest. |
| */ |
| merge_function = "gvec4 merge(gvec4 a, gvec4 b) { return a; }\n"; |
| } else { |
| /* The divide will happen at the end for floats. */ |
| merge_function = |
| "vec4 merge(vec4 a, vec4 b) { return (a + b); }\n"; |
| } |
| |
| /* 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(_mesa_is_pow_two(samples)); |
| /* 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" |
| "#extension GL_ARB_explicit_attrib_location: enable\n" |
| "layout(location = 0) in vec2 position;\n" |
| "layout(location = 1) 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" |
| "#extension GL_ARB_sample_shading : enable\n" |
| "#extension GL_ARB_gpu_shader5 : enable\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", |
| 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, |
| const struct gl_framebuffer *drawFb, |
| struct gl_renderbuffer *src_rb, |
| GLenum target, GLenum filter, |
| bool is_scaled_blit, |
| bool do_depth) |
| { |
| 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(ctx, &blit->VAO, &blit->buf_obj, 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, drawFb, src_rb, target); |
| } else { |
| _mesa_meta_setup_blit_shader(ctx, target, do_depth, |
| do_depth ? &blit->shaders_with_depth |
| : &blit->shaders_without_depth); |
| } |
| } |
| |
| /** |
| * 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, |
| const struct gl_framebuffer *readFb, |
| const struct gl_framebuffer *drawFb, |
| 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) |
| { |
| struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1]; |
| 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, drawFb, rb, target, filter, scaled_blit, |
| do_depth); |
| } |
| else { |
| _mesa_meta_setup_ff_tnl_for_blit(ctx, |
| &ctx->Meta->Blit.VAO, |
| &ctx->Meta->Blit.buf_obj, |
| 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.samp_obj = _mesa_meta_setup_sampler(ctx, texObj, target, filter, |
| srcLevel); |
| |
| /* For desktop GL, we 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 |
| * (such as Left 4 Dead 2). |
| * |
| * However, for ES 3.0, we follow the specification and perform sRGB |
| * decoding and encoding. The specification has always been clear in |
| * the ES world, and hasn't changed over time. |
| */ |
| if (ctx->Extensions.EXT_texture_sRGB_decode) { |
| bool src_srgb = _mesa_get_format_color_encoding(rb->Format) == GL_SRGB; |
| if (save->API == API_OPENGLES2 && ctx->Version >= 30) { |
| /* From the ES 3.0.4 specification, page 198: |
| * "When values are taken from the read buffer, if the value of |
| * FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING for the framebuffer |
| * attachment corresponding to the read buffer is SRGB (see section |
| * 6.1.13), the red, green, and blue components are converted from |
| * the non-linear sRGB color space according to equation 3.24. |
| * |
| * When values are written to the draw buffers, blit operations |
| * bypass the fragment pipeline. The only fragment operations which |
| * affect a blit are the pixel ownership test, the scissor test, |
| * and sRGB conversion (see section 4.1.8)." |
| */ |
| _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj, |
| src_srgb ? GL_DECODE_EXT |
| : GL_SKIP_DECODE_EXT); |
| _mesa_set_framebuffer_srgb(ctx, drawFb->Visual.sRGBCapable); |
| } else { |
| if (src_srgb && drawFb->Visual.sRGBCapable) { |
| _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj, |
| GL_DECODE_EXT); |
| _mesa_set_framebuffer_srgb(ctx, GL_TRUE); |
| } else { |
| _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj, |
| 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(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_buffer_sub_data(ctx, blit->buf_obj, 0, sizeof(verts), verts, |
| __func__); |
| } |
| |
| /* 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(struct gl_context *ctx, |
| struct fb_tex_blit_state *blit) |
| { |
| /* None of the existing callers preinitialize fb_tex_blit_state to zeros, |
| * and both use stack variables. If samp_obj_save is not NULL, |
| * _mesa_reference_sampler_object will try to dereference it. Leaving |
| * random garbage in samp_obj_save can only lead to crashes. |
| * |
| * Since the state isn't persistent across calls, we won't catch ref |
| * counting problems. |
| */ |
| blit->samp_obj_save = NULL; |
| _mesa_reference_sampler_object(ctx, &blit->samp_obj_save, |
| ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler); |
| blit->tempTex = 0; |
| } |
| |
| void |
| _mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target, |
| struct fb_tex_blit_state *blit) |
| { |
| struct gl_texture_object *const texObj = |
| _mesa_get_current_tex_object(ctx, target); |
| |
| /* Restore texture object state, the texture binding will |
| * be restored by _mesa_meta_end(). |
| */ |
| if (target != GL_TEXTURE_RECTANGLE_ARB) { |
| _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL, |
| &blit->baseLevelSave, false); |
| _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, |
| &blit->maxLevelSave, false); |
| } |
| |
| /* If ARB_stencil_texturing is not supported, the mode won't have changed. */ |
| if (texObj->StencilSampling != blit->stencilSamplingSave) { |
| /* GLint so the compiler won't complain about type signedness mismatch |
| * in the call to _mesa_texture_parameteriv below. |
| */ |
| const GLint param = blit->stencilSamplingSave ? |
| GL_STENCIL_INDEX : GL_DEPTH_COMPONENT; |
| |
| _mesa_texture_parameteriv(ctx, texObj, GL_DEPTH_STENCIL_TEXTURE_MODE, |
| ¶m, false); |
| } |
| |
| _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, blit->samp_obj_save); |
| _mesa_reference_sampler_object(ctx, &blit->samp_obj_save, NULL); |
| _mesa_reference_sampler_object(ctx, &blit->samp_obj, NULL); |
| |
| 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; |
| } |
| |
| struct gl_sampler_object * |
| _mesa_meta_setup_sampler(struct gl_context *ctx, |
| struct gl_texture_object *texObj, |
| GLenum target, GLenum filter, GLuint srcLevel) |
| { |
| struct gl_sampler_object *samp_obj; |
| GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT || |
| filter == GL_SCALED_RESOLVE_NICEST_EXT) ? |
| GL_NEAREST : filter; |
| |
| samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF); |
| if (samp_obj == NULL) |
| return NULL; |
| |
| _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj); |
| _mesa_set_sampler_filters(ctx, samp_obj, tex_filter, tex_filter); |
| _mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, |
| samp_obj->WrapR); |
| |
| /* Prepare src texture state */ |
| _mesa_BindTexture(target, texObj->Name); |
| if (target != GL_TEXTURE_RECTANGLE_ARB) { |
| _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL, |
| (GLint *) &srcLevel, false); |
| _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, |
| (GLint *) &srcLevel, false); |
| } |
| |
| return samp_obj; |
| } |
| |
| /** |
| * Meta implementation of ctx->Driver.BlitFramebuffer() in terms |
| * of texture mapping and polygon rendering. |
| */ |
| GLbitfield |
| _mesa_meta_BlitFramebuffer(struct gl_context *ctx, |
| const struct gl_framebuffer *readFb, |
| const struct gl_framebuffer *drawFb, |
| 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 (readFb->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, readFb, drawFb, |
| &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, readFb, drawFb, |
| 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, readFb, drawFb, |
| 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 gl_context *ctx, struct blit_state *blit) |
| { |
| if (blit->VAO) { |
| _mesa_DeleteVertexArrays(1, &blit->VAO); |
| blit->VAO = 0; |
| _mesa_reference_buffer_object(ctx, &blit->buf_obj, NULL); |
| } |
| |
| _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_with_depth); |
| _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_without_depth); |
| |
| _mesa_DeleteTextures(1, &blit->depthTex.TexObj); |
| blit->depthTex.TexObj = 0; |
| } |
| |
| void |
| _mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx, |
| struct gl_framebuffer *readFb, |
| struct gl_framebuffer *drawFb, |
| 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, readFb, drawFb, |
| srcX0, srcY0, srcX1, srcY1, |
| dstX0, dstY0, dstX1, dstY1, |
| mask, filter); |
| if (mask == 0x0) |
| return; |
| |
| _swrast_BlitFramebuffer(ctx, readFb, drawFb, |
| srcX0, srcY0, srcX1, srcY1, |
| dstX0, dstY0, dstX1, dstY1, |
| mask, filter); |
| } |