diff options
author | Eric Anholt <[email protected]> | 2014-02-04 14:52:27 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-02-12 16:17:11 -0800 |
commit | 431decf16f0971534e32ec4c6c24cbce281a06f6 (patch) | |
tree | 00c35a387811df04280a8fb34c000548d1b41bcd /src/mesa/drivers/common | |
parent | 3e4ccf499e1d0dd8bf6864f3aba96d58f0a96048 (diff) |
meta: Do a massive unindent (and rename) of blitframebuffer_texture().
This function is only handling the color case. We can just unindent as
long as we're willing to do the check for the bit outside of the
function.
v2: Rebase on idr's changes, drop readAtt check that's always non-null
anyway (it's a pointer into to the statically-allocated attachments
array in the renderbuffer).
Reviewed-by: Kenneth Graunke <[email protected]> (v1)
Diffstat (limited to 'src/mesa/drivers/common')
-rw-r--r-- | src/mesa/drivers/common/meta_blit.c | 286 |
1 files changed, 144 insertions, 142 deletions
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c index fa7e4060465..637c59df4c5 100644 --- a/src/mesa/drivers/common/meta_blit.c +++ b/src/mesa/drivers/common/meta_blit.c @@ -96,157 +96,154 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx, /** * Try to do a glBlitFramebuffer using no-copy texturing. * We can do this when the src renderbuffer is actually a texture. - * - * \return new buffer mask indicating the buffers left to blit using the - * normal path. */ -static GLbitfield +static bool blitframebuffer_texture(struct gl_context *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, - GLbitfield mask, GLenum filter, GLint flipX, - GLint flipY, GLboolean glsl_version) + GLenum filter, GLint flipX, GLint flipY, + GLboolean glsl_version) { - if (mask & GL_COLOR_BUFFER_BIT) { - const struct gl_framebuffer *readFb = ctx->ReadBuffer; - const struct gl_renderbuffer_attachment *readAtt = - &readFb->Attachment[readFb->_ColorReadBufferIndex]; - - if (readAtt && readAtt->Texture) { - 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); - const struct gl_texture_object *texObj = readAtt->Texture; - const GLuint srcLevel = readAtt->TextureLevel; - const GLint baseLevelSave = texObj->BaseLevel; - const GLint maxLevelSave = texObj->MaxLevel; - const GLenum target = texObj->Target; - GLuint sampler, samplerSave = - ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? - ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; - - if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) { - /* Can't handle other texture types at this time */ - return mask; - } + const struct gl_framebuffer *readFb = ctx->ReadBuffer; + const struct gl_renderbuffer_attachment *readAtt = + &readFb->Attachment[readFb->_ColorReadBufferIndex]; + 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); + const struct gl_texture_object *texObj = readAtt->Texture; + 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; + + if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) { + /* Can't handle other texture types at this time */ + return mask; + } - /* Choose between glsl version and fixed function version of - * BlitFramebuffer function. - */ - if (glsl_version) { - setup_glsl_blit_framebuffer(ctx, blit, target); - } - else { - _mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO, - &ctx->Meta->Blit.VBO, - 2); - } + if (readAtt->Texture) { + srcLevel = readAtt->TextureLevel; + texObj = readAtt->Texture; + } else { + return false; + } - _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 sRGB decode or encode. Note that - * GL_FRAMEBUFFER_SRGB has already been disabled by - * _mesa_meta_begin(). - */ - if (ctx->Extensions.EXT_texture_sRGB_decode) { - _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT, - GL_SKIP_DECODE_EXT); - } - - if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { - _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); - 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; + baseLevelSave = texObj->BaseLevel; + maxLevelSave = texObj->MaxLevel; + target = texObj->Target; - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } + if (glsl_version) { + setup_glsl_blit_framebuffer(ctx, blit, target); + } + else { + _mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO, + &ctx->Meta->Blit.VBO, + 2); + } - /* setup viewport */ - _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); - _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - _mesa_DepthMask(GL_FALSE); - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + _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); - /* 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); - } + /* Always do our blits with no sRGB decode or encode. Note that + * GL_FRAMEBUFFER_SRGB has already been disabled by + * _mesa_meta_begin(). + */ + if (ctx->Extensions.EXT_texture_sRGB_decode) { + _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT, + GL_SKIP_DECODE_EXT); + } - _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); - _mesa_DeleteSamplers(1, &sampler); + if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) { + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + _mesa_set_enable(ctx, target, GL_TRUE); + } - /* Done with color buffer */ - mask &= ~GL_COLOR_BUFFER_BIT; + /* 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); + 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(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + _mesa_DepthMask(GL_FALSE); + _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); } - return mask; + _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); + _mesa_DeleteSamplers(1, &sampler); + + return true; } /** @@ -300,12 +297,17 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, _mesa_meta_begin(ctx, ~MESA_META_SCISSOR); /* Try faster, direct texture approach first */ - mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter, - dstFlipX, dstFlipY, use_glsl_version); - if (mask == 0x0) { - _mesa_meta_end(ctx); - return; + if (mask & GL_COLOR_BUFFER_BIT) { + if (blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1, + filter, dstFlipX, dstFlipY, + use_glsl_version)) { + mask &= ~GL_COLOR_BUFFER_BIT; + if (mask == 0x0) { + _mesa_meta_end(ctx); + return; + } + } } /* Choose between glsl version and fixed function version of |