diff options
author | Eric Anholt <[email protected]> | 2014-02-28 16:39:03 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-04-15 14:34:45 -0700 |
commit | e5b86cb64b2eec6b2d798d80f9abe574825dcb71 (patch) | |
tree | ae38128b5888540e7883192c103b313d01f4eba6 /src | |
parent | 234db609544ee521458ce8b648e70cffe2fda6f9 (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]>
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/common/meta.h | 8 | ||||
-rw-r--r-- | src/mesa/drivers/common/meta_blit.c | 58 |
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; |