diff options
-rw-r--r-- | src/mesa/drivers/common/meta.h | 1 | ||||
-rw-r--r-- | src/mesa/drivers/common/meta_blit.c | 139 |
2 files changed, 2 insertions, 138 deletions
diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h index 4faae0b4042..1177ced3aaa 100644 --- a/src/mesa/drivers/common/meta.h +++ b/src/mesa/drivers/common/meta.h @@ -250,7 +250,6 @@ struct blit_state { GLuint VAO; GLuint VBO; - GLuint DepthFP; struct blit_shader_table shaders; GLuint msaa_shaders[BLIT_MSAA_SHADER_COUNT]; struct temp_texture depthTex; diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c index 8122fa3a850..d1c40f50c52 100644 --- a/src/mesa/drivers/common/meta_blit.c +++ b/src/mesa/drivers/common/meta_blit.c @@ -52,37 +52,6 @@ /** Return offset in bytes of the field within a vertex struct */ #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) -/** - * One-time init for drawing depth pixels. - */ -static void -init_blit_depth_pixels(struct gl_context *ctx) -{ - static const char *program = - "!!ARBfp1.0\n" - "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n" - "END \n"; - char program2[200]; - struct blit_state *blit = &ctx->Meta->Blit; - struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx); - const char *texTarget; - - assert(blit->DepthFP == 0); - - /* replace %s with "RECT" or "2D" */ - assert(strlen(program) + 4 < sizeof(program2)); - if (tex->Target == GL_TEXTURE_RECTANGLE) - texTarget = "RECT"; - else - texTarget = "2D"; - _mesa_snprintf(program2, sizeof(program2), program, texTarget); - - _mesa_GenProgramsARB(1, &blit->DepthFP); - _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); - _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, - strlen(program2), (const GLubyte *) program2); -} - static void setup_glsl_msaa_blit_shader(struct gl_context *ctx, struct blit_state *blit, @@ -454,7 +423,8 @@ blitframebuffer_texture(struct gl_context *ctx, return false; if (do_depth) { - return false; + meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx); + tex_base_format = GL_DEPTH_COMPONENT; } else { meta_temp_texture = _mesa_meta_get_temp_texture(ctx); tex_base_format = @@ -626,25 +596,10 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { - struct blit_state *blit = &ctx->Meta->Blit; - struct temp_texture *depthTex = _mesa_meta_get_temp_depth_texture(ctx); - const GLint srcX = MIN2(srcX0, srcX1); - const GLint srcY = MIN2(srcY0, srcY1); - const GLint srcW = abs(srcX1 - srcX0); - const GLint srcH = abs(srcY1 - srcY0); - 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 GLint srcFlipX = (srcX1 - srcX0) / srcW; - const GLint srcFlipY = (srcY1 - srcY0) / srcH; const GLint dstFlipX = (dstX1 - dstX0) / dstW; const GLint dstFlipY = (dstY1 - dstY0) / dstH; - const GLint flipX = srcFlipX * dstFlipX; - const GLint flipY = srcFlipY * dstFlipY; - - struct vertex verts[4]; - GLboolean newTex; const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && ctx->Extensions.ARB_fragment_shader; @@ -684,96 +639,10 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, } } - /* Choose between glsl version and fixed function version of - * BlitFramebuffer function. - */ - if (use_glsl_version) { - setup_glsl_blit_framebuffer(ctx, blit, NULL, depthTex->Target); - } - else { - _mesa_meta_setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2); - } - - /* Silence valgrind warnings about reading uninitialized stack. */ - memset(verts, 0, sizeof(verts)); - - /* Continue with "normal" approach which involves copying the src rect - * into a temporary texture and is "blitted" by drawing a textured quad. - */ - { - /* 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; - - } - - if (!use_glsl_version) - _mesa_set_enable(ctx, depthTex->Target, GL_TRUE); - - if ((mask & GL_DEPTH_BUFFER_BIT) && - _mesa_is_desktop_gl(ctx) && - ctx->Extensions.ARB_depth_texture && - ctx->Extensions.ARB_fragment_program) { - - GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint)); - - if (tmp) { - - newTex = _mesa_meta_alloc_texture(depthTex, srcW, srcH, - GL_DEPTH_COMPONENT); - _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT, - GL_UNSIGNED_INT, tmp); - _mesa_meta_setup_drawpix_texture(ctx, depthTex, newTex, - srcW, srcH, GL_DEPTH_COMPONENT, - GL_UNSIGNED_INT, tmp); - - /* texcoords (after texture allocation!) */ - { - verts[0].tex[0] = 0.0F; - verts[0].tex[1] = 0.0F; - verts[1].tex[0] = depthTex->Sright; - verts[1].tex[1] = 0.0F; - verts[2].tex[0] = depthTex->Sright; - verts[2].tex[1] = depthTex->Ttop; - verts[3].tex[0] = 0.0F; - verts[3].tex[1] = depthTex->Ttop; - - /* upload new vertex data */ - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } - - if (!blit->DepthFP) - init_blit_depth_pixels(ctx); - - _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); - _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); - _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); - _mesa_DepthFunc(GL_ALWAYS); - _mesa_DepthMask(GL_TRUE); - - _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - mask &= ~GL_DEPTH_BUFFER_BIT; - - free(tmp); - } - } - if (mask & GL_STENCIL_BUFFER_BIT) { /* XXX can't easily do stencil */ } - if (!use_glsl_version) - _mesa_set_enable(ctx, depthTex->Target, GL_FALSE); - _mesa_meta_end(ctx); fallback: @@ -792,10 +661,6 @@ _mesa_meta_glsl_blit_cleanup(struct blit_state *blit) _mesa_DeleteBuffers(1, &blit->VBO); blit->VBO = 0; } - if (blit->DepthFP) { - _mesa_DeleteProgramsARB(1, &blit->DepthFP); - blit->DepthFP = 0; - } _mesa_meta_blit_shader_table_cleanup(&blit->shaders); |