diff options
author | Eric Anholt <[email protected]> | 2014-02-10 15:24:07 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-02-21 10:43:38 -0800 |
commit | b0a8d0ee40b7a9e43c5073a4da8f2ab9df63d2eb (patch) | |
tree | 2c57d62b8bc06df1fa044208b19f1eb0d98380b9 /src | |
parent | eb55b01eefb376d43028cac87b38662b144a9041 (diff) |
meta: Add support for doing MSAA to MSAA blits.
These are non-stretched, non-resolving blits, so it's just a matter of
sampling once from our gl_SampleID and storing that to our color/depth.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/common/meta.h | 6 | ||||
-rw-r--r-- | src/mesa/drivers/common/meta_blit.c | 147 |
2 files changed, 104 insertions, 49 deletions
diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h index 7d4474eca4f..c7a21fc0656 100644 --- a/src/mesa/drivers/common/meta.h +++ b/src/mesa/drivers/common/meta.h @@ -222,8 +222,10 @@ struct blit_shader_table { }; enum blit_msaa_shader { - BLIT_MSAA_SHADER_2D_MULTISAMPLE, - BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH, + BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE, + BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY, + BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE, + BLIT_MSAA_SHADER_2D_MULTISAMPLE_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 65e26920340..7f5416dfbd6 100644 --- a/src/mesa/drivers/common/meta_blit.c +++ b/src/mesa/drivers/common/meta_blit.c @@ -35,6 +35,7 @@ #include "main/fbobject.h" #include "main/macros.h" #include "main/matrix.h" +#include "main/multisample.h" #include "main/readpix.h" #include "main/shaderapi.h" #include "main/texobj.h" @@ -93,22 +94,45 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, void *mem_ctx; enum blit_msaa_shader shader_index; const char *samplers[] = { - [BLIT_MSAA_SHADER_2D_MULTISAMPLE] = "sampler2DMS", + [BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE] = "sampler2DMS", + [BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY] = "sampler2DMS", }; + bool dst_is_msaa = false; + + 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: if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT || src_rb->_BaseFormat == GL_DEPTH_STENCIL) { - shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH; + if (dst_is_msaa) + shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY; + else + shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE; } else { - shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE; + if (dst_is_msaa) + shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY; + else + shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE; } break; default: _mesa_problem(ctx, "Unkown texture target %s\n", _mesa_lookup_enum_by_nr(target)); - shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE; + shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE; } if (blit->msaa_shaders[shader_index]) { @@ -118,17 +142,32 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, mem_ctx = ralloc_context(NULL); - if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH) { - /* 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. - */ + if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE || + 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"; + } 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"; + } + vs_source = ralloc_asprintf(mem_ctx, "#version 130\n" "in vec2 position;\n" @@ -142,52 +181,64 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, 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" "out vec4 out_color;\n" "\n" "void main()\n" "{\n" - " gl_FragDepth = texelFetch(texSampler, ivec2(texCoords), 0).r;\n" - "}\n"); - } else if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE) { - char *sample_resolve; + " gl_FragDepth = texelFetch(texSampler, ivec2(texCoords), %s).r;\n" + "}\n", + arb_sample_shading_extension_string, + sample_index); + } else { /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1 * sample). Yes, this is ridiculous. */ int samples = MAX2(src_rb->NumSamples, 1); + char *sample_resolve; + const char *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 (int i = 0; i < samples; i++) { - ralloc_asprintf_append(&sample_resolve, - " vec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n", - i, i); - } - /* Now, merge each pair of samples, then each pair of those merges, etc. - */ - for (int step = 2; step <= samples; step *= 2) { - for (int i = 0; i < samples; i += step) { + 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);"); + } else { + 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 (int i = 0; i < samples; i++) { ralloc_asprintf_append(&sample_resolve, - "vec4 sample_%d_%d = sample_%d_%d + sample_%d_%d;\n", - step, i, - step / 2, i, - step / 2, i + step / 2); + " vec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n", + i, i); + } + /* Now, merge each pair of samples, then merge each pair of those, + * etc. + */ + for (int step = 2; step <= samples; step *= 2) { + for (int i = 0; i < samples; i += step) { + ralloc_asprintf_append(&sample_resolve, + "vec4 sample_%d_%d = sample_%d_%d + sample_%d_%d;\n", + step, i, + step / 2, i, + step / 2, i + step / 2); + } } - } - /* Scale the final result. */ - ralloc_asprintf_append(&sample_resolve, - " out_color = sample_%d_0 / %f;\n", - samples, (float)samples); + /* Scale the final result. */ + ralloc_asprintf_append(&sample_resolve, + " out_color = sample_%d_0 / %f;\n", + samples, (float)samples); + } vs_source = ralloc_asprintf(mem_ctx, "#version 130\n" @@ -202,6 +253,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, fs_source = ralloc_asprintf(mem_ctx, "#version 130\n" "#extension GL_ARB_texture_multisample : enable\n" + "%s\n" "uniform %s texSampler;\n" "in vec2 texCoords;\n" "out vec4 out_color;\n" @@ -210,6 +262,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx, "{\n" "%s\n" /* sample_resolve */ "}\n", + arb_sample_shading_extension_string, samplers[shader_index], sample_resolve); } |