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authorEric Anholt <[email protected]>2014-02-28 16:39:03 -0800
committerEric Anholt <[email protected]>2014-04-15 14:34:45 -0700
commite5b86cb64b2eec6b2d798d80f9abe574825dcb71 (patch)
treeae38128b5888540e7883192c103b313d01f4eba6
parent234db609544ee521458ce8b648e70cffe2fda6f9 (diff)
meta: Add support for MSAA resolves from 2D_MS_ARRAY textures.
We don't have any piglit tests for this currently. v2: Use vec3s for the texcoords so it has some hope of working. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r--src/mesa/drivers/common/meta.h8
-rw-r--r--src/mesa/drivers/common/meta_blit.c58
2 files changed, 49 insertions, 17 deletions
diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h
index fd8a385b644..fde4f9a7a61 100644
--- a/src/mesa/drivers/common/meta.h
+++ b/src/mesa/drivers/common/meta.h
@@ -240,6 +240,14 @@ enum blit_msaa_shader {
BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_UINT,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_INT,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_UINT,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE,
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY,
BLIT_MSAA_SHADER_COUNT,
};
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
index 526295bacbd..69a600c584e 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -66,7 +66,9 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
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);
@@ -94,6 +96,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
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)
@@ -106,6 +109,13 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
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",
@@ -136,6 +146,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
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;
@@ -166,26 +178,31 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"in vec2 position;\n"
- "in vec2 textureCoords;\n"
- "out vec2 texCoords;\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");
+ "}\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 texSampler;\n"
- "in vec2 texCoords;\n"
+ "uniform sampler2DMS%s texSampler;\n"
+ "in %s texCoords;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
- " gl_FragDepth = texelFetch(texSampler, ivec2(texCoords), %s).r;\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
@@ -203,7 +220,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
if (dst_is_msaa) {
arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
- sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, ivec2(texCoords), gl_SampleID);");
+ sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, i%s(texCoords), gl_SampleID);", texcoord_type);
merge_function = "";
} else {
int i;
@@ -232,8 +249,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
sample_resolve = rzalloc_size(mem_ctx, 1);
for (i = 0; i < samples; i++) {
ralloc_asprintf_append(&sample_resolve,
- " gvec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n",
- i, i);
+ " 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.
@@ -263,20 +280,22 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"in vec2 position;\n"
- "in vec2 textureCoords;\n"
- "out vec2 texCoords;\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");
+ "}\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 texSampler;\n"
- "in vec2 texCoords;\n"
+ "uniform %ssampler2DMS%s texSampler;\n"
+ "in %s texCoords;\n"
"out gvec4 out_color;\n"
"\n"
"%s" /* merge_function */
@@ -287,6 +306,8 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
arb_sample_shading_extension_string,
vec4_prefix,
vec4_prefix,
+ sampler_array_suffix,
+ texcoord_type,
merge_function,
sample_resolve);
}
@@ -319,7 +340,8 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
_mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
- if (target == GL_TEXTURE_2D_MULTISAMPLE) {
+ 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);
@@ -371,7 +393,8 @@ blitframebuffer_texture(struct gl_context *ctx,
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 ||
+ 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.
*/
@@ -532,7 +555,8 @@ blitframebuffer_texture(struct gl_context *ctx,
}
else {
assert(target == GL_TEXTURE_RECTANGLE_ARB ||
- target == GL_TEXTURE_2D_MULTISAMPLE);
+ target == GL_TEXTURE_2D_MULTISAMPLE ||
+ target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
s0 = (float) srcX0;
s1 = (float) srcX1;
t0 = (float) srcY0;