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authorEric Anholt <[email protected]>2014-02-28 12:36:02 -0800
committerEric Anholt <[email protected]>2014-04-15 14:34:06 -0700
commitb702233f53d6de50943fa0b81e1def8f879ab644 (patch)
tree475fa46ca2918d4504e2ea7ca9b416aca446f803
parent4e43299633691f15e09e52d38b7a55444c632c3d (diff)
meta: Refactor the BlitFramebuffer color CopyTexImage fallback.
There shouldn't be anything special about copying out a subset of the src rb to a temp before texturing from it, so just do it when we're figuring out our src texture binding. This drops Anuj's change to copy an extra border of 1 pixel around the src area. I can't see how that change could be valid, and presumably if there's some filtering problem at edges we just need to set the right wrap mode. v2: Don't fall back to swrast on non-2D/RECT/2D_MS textures when we can still CopyTexSubImage. Fixes a segfault regression on i965 with gl-3.2-layered-rendering-blit. Reviewed-by: Ian Romanick <[email protected]> (v1) Reviewed-by: Kenneth Graunke <[email protected]> (v1) Tested-by: Anuj Phogat <[email protected]>
-rw-r--r--src/mesa/drivers/common/meta_blit.c93
1 files changed, 41 insertions, 52 deletions
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
index c201521d8e9..8122fa3a850 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -389,6 +389,7 @@ blitframebuffer_texture(struct gl_context *ctx,
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
GLuint tempTex = 0;
struct gl_renderbuffer *rb = readAtt->Renderbuffer;
+ struct temp_texture *meta_temp_texture;
if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
return false;
@@ -398,23 +399,17 @@ blitframebuffer_texture(struct gl_context *ctx,
filter = GL_LINEAR;
}
- if (readAtt->Texture) {
+ if (readAtt->Texture &&
+ (readAtt->Texture->Target == GL_TEXTURE_2D ||
+ readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
+ readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE)) {
/* If there's a texture attached of a type we can handle, then just use
* it directly.
*/
srcLevel = readAtt->TextureLevel;
texObj = readAtt->Texture;
target = texObj->Target;
-
- switch (target) {
- case GL_TEXTURE_2D:
- case GL_TEXTURE_RECTANGLE:
- case GL_TEXTURE_2D_MULTISAMPLE:
- break;
- default:
- return false;
- }
- } else if (ctx->Driver.BindRenderbufferTexImage) {
+ } else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
/* Otherwise, we need the driver to be able to bind a renderbuffer as
* a texture image.
*/
@@ -449,7 +444,38 @@ blitframebuffer_texture(struct gl_context *ctx,
}
}
} else {
- return false;
+ GLenum tex_base_format;
+ int srcW = abs(srcY1 - srcY0);
+ int srcH = abs(srcY1 - srcY0);
+ /* Fall back to doing a CopyTexSubImage to get the destination
+ * renderbuffer into a texture.
+ */
+ if (rb->NumSamples > 1)
+ return false;
+
+ if (do_depth) {
+ return false;
+ } 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;
@@ -601,7 +627,6 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
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 GLint srcX = MIN2(srcX0, srcX1);
const GLint srcY = MIN2(srcY0, srcY1);
@@ -663,7 +688,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
* BlitFramebuffer function.
*/
if (use_glsl_version) {
- setup_glsl_blit_framebuffer(ctx, blit, NULL, tex->Target);
+ setup_glsl_blit_framebuffer(ctx, blit, NULL, depthTex->Target);
}
else {
_mesa_meta_setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2);
@@ -689,43 +714,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
}
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;
- }
+ _mesa_set_enable(ctx, depthTex->Target, GL_TRUE);
if ((mask & GL_DEPTH_BUFFER_BIT) &&
_mesa_is_desktop_gl(ctx) &&
@@ -783,7 +772,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
}
if (!use_glsl_version)
- _mesa_set_enable(ctx, tex->Target, GL_FALSE);
+ _mesa_set_enable(ctx, depthTex->Target, GL_FALSE);
_mesa_meta_end(ctx);