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|
/*
* Mesa 3-D graphics library
*
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#include "main/glheader.h"
#include "main/mtypes.h"
#include "main/imports.h"
#include "main/arbprogram.h"
#include "main/arrayobj.h"
#include "main/blend.h"
#include "main/condrender.h"
#include "main/depth.h"
#include "main/enable.h"
#include "main/enums.h"
#include "main/fbobject.h"
#include "main/image.h"
#include "main/macros.h"
#include "main/matrix.h"
#include "main/multisample.h"
#include "main/objectlabel.h"
#include "main/readpix.h"
#include "main/scissor.h"
#include "main/shaderapi.h"
#include "main/texobj.h"
#include "main/texenv.h"
#include "main/teximage.h"
#include "main/texparam.h"
#include "main/uniforms.h"
#include "main/varray.h"
#include "main/viewport.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
#include "util/ralloc.h"
/** Return offset in bytes of the field within a vertex struct */
#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
static void
setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
struct blit_state *blit,
struct gl_renderbuffer *src_rb,
GLenum target, GLenum filter)
{
GLint loc_src_width, loc_src_height;
int i, samples;
int shader_offset = 0;
void *mem_ctx = ralloc_context(NULL);
char *fs_source;
char *name, *sample_number;
const uint8_t *sample_map;
char *sample_map_str = rzalloc_size(mem_ctx, 1);
char *sample_map_expr = rzalloc_size(mem_ctx, 1);
char *texel_fetch_macro = rzalloc_size(mem_ctx, 1);
const char *sampler_array_suffix = "";
float x_scale, y_scale;
enum blit_msaa_shader shader_index;
assert(src_rb);
samples = MAX2(src_rb->NumSamples, 1);
if (samples == 16)
x_scale = 4.0;
else
x_scale = 2.0;
y_scale = samples / x_scale;
/* We expect only power of 2 samples in source multisample buffer. */
assert(samples > 0 && _mesa_is_pow_two(samples));
while (samples >> (shader_offset + 1)) {
shader_offset++;
}
/* Update the assert if we plan to support more than 16X MSAA. */
assert(shader_offset > 0 && shader_offset <= 4);
assert(target == GL_TEXTURE_2D_MULTISAMPLE ||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE +
shader_offset - 1;
if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
shader_index += BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE -
BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE;
sampler_array_suffix = "Array";
}
if (blit->msaa_shaders[shader_index]) {
_mesa_UseProgram(blit->msaa_shaders[shader_index]);
/* Update the uniform values. */
loc_src_width =
_mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
loc_src_height =
_mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
_mesa_Uniform1f(loc_src_width, src_rb->Width);
_mesa_Uniform1f(loc_src_height, src_rb->Height);
return;
}
name = ralloc_asprintf(mem_ctx, "vec4 MSAA scaled resolve");
/* Below switch is used to setup the shader expression, which computes
* sample index and map it to to a sample number on hardware.
*/
switch(samples) {
case 2:
sample_number = "sample_map[int(2 * fract(coord.x))]";
sample_map = ctx->Const.SampleMap2x;
break;
case 4:
sample_number = "sample_map[int(2 * fract(coord.x) + 4 * fract(coord.y))]";
sample_map = ctx->Const.SampleMap4x;
break;
case 8:
sample_number = "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
sample_map = ctx->Const.SampleMap8x;
break;
case 16:
sample_number = "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]";
sample_map = ctx->Const.SampleMap16x;
break;
default:
sample_number = NULL;
sample_map = NULL;
_mesa_problem(ctx, "Unsupported sample count %d\n", samples);
unreachable("Unsupported sample count");
}
/* Create sample map string. */
for (i = 0 ; i < samples - 1; i++) {
ralloc_asprintf_append(&sample_map_str, "%d, ", sample_map[i]);
}
ralloc_asprintf_append(&sample_map_str, "%d", sample_map[samples - 1]);
/* Create sample map expression using above string. */
ralloc_asprintf_append(&sample_map_expr,
" const int sample_map[%d] = int[%d](%s);\n",
samples, samples, sample_map_str);
if (target == GL_TEXTURE_2D_MULTISAMPLE) {
ralloc_asprintf_append(&texel_fetch_macro,
"#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec2(coord), %s);\n",
sample_number);
} else {
ralloc_asprintf_append(&texel_fetch_macro,
"#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec3(coord, layer), %s);\n",
sample_number);
}
static const char vs_source[] =
"#version 130\n"
"in vec2 position;\n"
"in vec3 textureCoords;\n"
"out vec2 texCoords;\n"
"flat out int layer;\n"
"void main()\n"
"{\n"
" texCoords = textureCoords.xy;\n"
" layer = int(textureCoords.z);\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
"}\n"
;
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"uniform sampler2DMS%s texSampler;\n"
"uniform float src_width, src_height;\n"
"in vec2 texCoords;\n"
"flat in int layer;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
"%s"
" vec2 interp;\n"
" const vec2 scale = vec2(%ff, %ff);\n"
" const vec2 scale_inv = vec2(%ff, %ff);\n"
" const vec2 s_0_offset = vec2(%ff, %ff);\n"
" vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n"
" vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n"
" vec4 x_0_color, x_1_color;\n"
" vec2 tex_coord = texCoords - s_0_offset;\n"
"\n"
" tex_coord *= scale;\n"
" tex_coord.x = clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
" tex_coord.y = clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n"
" interp = fract(tex_coord);\n"
" tex_coord = ivec2(tex_coord) * scale_inv;\n"
"\n"
" /* Compute the sample coordinates used for filtering. */\n"
" s_0_coord = tex_coord;\n"
" s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n"
" s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n"
" s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n"
"\n"
" /* Fetch sample color values. */\n"
"%s"
" s_0_color = TEXEL_FETCH(s_0_coord)\n"
" s_1_color = TEXEL_FETCH(s_1_coord)\n"
" s_2_color = TEXEL_FETCH(s_2_coord)\n"
" s_3_color = TEXEL_FETCH(s_3_coord)\n"
"#undef TEXEL_FETCH\n"
"\n"
" /* Do bilinear filtering on sample colors. */\n"
" x_0_color = mix(s_0_color, s_1_color, interp.x);\n"
" x_1_color = mix(s_2_color, s_3_color, interp.x);\n"
" out_color = mix(x_0_color, x_1_color, interp.y);\n"
"}\n",
sampler_array_suffix,
sample_map_expr,
x_scale, y_scale,
1.0f / x_scale, 1.0f / y_scale,
0.5f / x_scale, 0.5f / y_scale,
texel_fetch_macro);
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
&blit->msaa_shaders[shader_index]);
loc_src_width =
_mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_width");
loc_src_height =
_mesa_GetUniformLocation(blit->msaa_shaders[shader_index], "src_height");
_mesa_Uniform1f(loc_src_width, src_rb->Width);
_mesa_Uniform1f(loc_src_height, src_rb->Height);
ralloc_free(mem_ctx);
}
static void
setup_glsl_msaa_blit_shader(struct gl_context *ctx,
struct blit_state *blit,
const struct gl_framebuffer *drawFb,
struct gl_renderbuffer *src_rb,
GLenum target)
{
const char *vs_source;
char *fs_source;
void *mem_ctx;
enum blit_msaa_shader shader_index;
bool dst_is_msaa = false;
GLenum src_datatype;
const char *vec4_prefix;
const char *sampler_array_suffix = "";
char *name;
const char *texcoord_type = "vec2";
int samples;
int shader_offset = 0;
if (src_rb) {
samples = MAX2(src_rb->NumSamples, 1);
src_datatype = _mesa_get_format_datatype(src_rb->Format);
} else {
/* depth-or-color glCopyTexImage fallback path that passes a NULL rb and
* doesn't handle integer.
*/
samples = 1;
src_datatype = GL_UNSIGNED_NORMALIZED;
}
/* We expect only power of 2 samples in source multisample buffer. */
assert(samples > 0 && _mesa_is_pow_two(samples));
while (samples >> (shader_offset + 1)) {
shader_offset++;
}
/* Update the assert if we plan to support more than 16X MSAA. */
assert(shader_offset >= 0 && shader_offset <= 4);
if (drawFb->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:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
if (src_rb && (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
src_rb->_BaseFormat == GL_DEPTH_STENCIL)) {
if (dst_is_msaa)
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
else
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
} else {
if (dst_is_msaa)
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
else {
shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
shader_offset;
}
}
if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
shader_index += (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
sampler_array_suffix = "Array";
texcoord_type = "vec3";
}
break;
default:
_mesa_problem(ctx, "Unkown texture target %s\n",
_mesa_enum_to_string(target));
shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
}
/* We rely on the enum being sorted this way. */
STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5);
STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10);
if (src_datatype == GL_INT) {
shader_index += 5;
vec4_prefix = "i";
} else if (src_datatype == GL_UNSIGNED_INT) {
shader_index += 10;
vec4_prefix = "u";
} else {
vec4_prefix = "";
}
if (blit->msaa_shaders[shader_index]) {
_mesa_UseProgram(blit->msaa_shaders[shader_index]);
return;
}
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 *tex_coords = "texCoords";
if (dst_is_msaa) {
sample_index = "gl_SampleID";
name = "depth MSAA copy";
if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
/* See comment below for the color copy */
tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
}
} else {
/* 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";
name = "depth MSAA resolve";
}
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"in vec2 position;\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",
texcoord_type,
texcoord_type);
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"#extension GL_ARB_sample_shading : enable\n"
"#extension GL_ARB_gpu_shader5 : enable\n"
"uniform sampler2DMS%s texSampler;\n"
"in %s texCoords;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragDepth = texelFetch(texSampler, i%s(%s), %s).r;\n"
"}\n",
sampler_array_suffix,
texcoord_type,
texcoord_type,
tex_coords,
sample_index);
} else {
/* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
* sample). Yes, this is ridiculous.
*/
char *sample_resolve;
const char *merge_function;
name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
vec4_prefix,
dst_is_msaa ? "copy" : "resolve");
if (dst_is_msaa) {
const char *tex_coords;
if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
/* If interpolateAtOffset is available then it will be used to
* force the interpolation to the center. This is required at
* least on Intel hardware because it is possible to have a sample
* position on the 0 x or y axis which means it will lie exactly
* on the pixel boundary. If we let the hardware interpolate the
* coordinates at one of these positions then it is possible for
* it to jump to a neighboring texel when converting to ints due
* to rounding errors. This is only done for >= 16x MSAA because
* it probably has some overhead. It is more likely that some
* hardware will use one of these problematic positions at 16x
* MSAA because in that case in D3D they are defined to be at
* these positions.
*/
tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
} else {
tex_coords = "texCoords";
}
sample_resolve =
ralloc_asprintf(mem_ctx,
" out_color = texelFetch(texSampler, "
"i%s(%s), gl_SampleID);",
texcoord_type, tex_coords);
merge_function = "";
} else {
int i;
int step;
if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
merge_function =
"gvec4 merge(gvec4 a, gvec4 b) { return (a >> gvec4(1)) + (b >> gvec4(1)) + (a & b & gvec4(1)); }\n";
} else {
/* The divide will happen at the end for floats. */
merge_function =
"vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
}
/* 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(_mesa_is_pow_two(samples));
/* Fetch each individual sample. */
sample_resolve = rzalloc_size(mem_ctx, 1);
for (i = 0; i < samples; i++) {
ralloc_asprintf_append(&sample_resolve,
" 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.
*/
for (step = 2; step <= samples; step *= 2) {
for (i = 0; i < samples; i += step) {
ralloc_asprintf_append(&sample_resolve,
" gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
step, i,
step / 2, i,
step / 2, i + step / 2);
}
}
/* Scale the final result. */
if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) {
ralloc_asprintf_append(&sample_resolve,
" out_color = sample_%d_0;\n",
samples);
} else {
ralloc_asprintf_append(&sample_resolve,
" gl_FragColor = sample_%d_0 / %f;\n",
samples, (float)samples);
}
}
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"in vec2 position;\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",
texcoord_type,
texcoord_type);
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"#extension GL_ARB_sample_shading : enable\n"
"#extension GL_ARB_gpu_shader5 : enable\n"
"#define gvec4 %svec4\n"
"uniform %ssampler2DMS%s texSampler;\n"
"in %s texCoords;\n"
"out gvec4 out_color;\n"
"\n"
"%s" /* merge_function */
"void main()\n"
"{\n"
"%s\n" /* sample_resolve */
"}\n",
vec4_prefix,
vec4_prefix,
sampler_array_suffix,
texcoord_type,
merge_function,
sample_resolve);
}
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
&blit->msaa_shaders[shader_index]);
ralloc_free(mem_ctx);
}
static void
setup_glsl_blit_framebuffer(struct gl_context *ctx,
struct blit_state *blit,
const struct gl_framebuffer *drawFb,
struct gl_renderbuffer *src_rb,
GLenum target, GLenum filter,
bool is_scaled_blit,
bool do_depth)
{
unsigned texcoord_size;
bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE ||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
bool is_filter_scaled_resolve = filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
filter == GL_SCALED_RESOLVE_NICEST_EXT;
/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
_mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true,
2, texcoord_size, 0);
if (is_target_multisample && is_filter_scaled_resolve && is_scaled_blit) {
setup_glsl_msaa_blit_scaled_shader(ctx, blit, src_rb, target, filter);
} else if (is_target_multisample) {
setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target);
} else {
_mesa_meta_setup_blit_shader(ctx, target, do_depth,
do_depth ? &blit->shaders_with_depth
: &blit->shaders_without_depth);
}
}
/**
* Try to do a color or depth glBlitFramebuffer using texturing.
*
* We can do this when the src renderbuffer is actually a texture, or when the
* driver exposes BindRenderbufferTexImage().
*/
static bool
blitframebuffer_texture(struct gl_context *ctx,
const struct gl_framebuffer *readFb,
const struct gl_framebuffer *drawFb,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLenum filter, GLint flipX, GLint flipY,
GLboolean glsl_version, GLboolean do_depth)
{
int att_index = do_depth ? BUFFER_DEPTH : readFb->_ColorReadBufferIndex;
const struct gl_renderbuffer_attachment *readAtt =
&readFb->Attachment[att_index];
struct blit_state *blit = &ctx->Meta->Blit;
struct fb_tex_blit_state fb_tex_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 int srcW = abs(srcX1 - srcX0);
const int srcH = abs(srcY1 - srcY0);
bool scaled_blit = false;
struct gl_texture_object *texObj;
GLuint srcLevel;
GLenum target;
struct gl_renderbuffer *rb = readAtt->Renderbuffer;
struct temp_texture *meta_temp_texture;
if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
return false;
_mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);
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_ARRAY)) {
/* If there's a texture attached of a type we can handle, then just use
* it directly.
*/
srcLevel = readAtt->TextureLevel;
texObj = readAtt->Texture;
target = texObj->Target;
} else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
if (!_mesa_meta_bind_rb_as_tex_image(ctx, rb, &fb_tex_blit.tempTex,
&texObj, &target))
return false;
srcLevel = 0;
if (_mesa_is_winsys_fbo(readFb)) {
GLint temp = srcY0;
srcY0 = rb->Height - srcY1;
srcY1 = rb->Height - temp;
flipY = -flipY;
}
} else {
GLenum tex_base_format;
/* Fall back to doing a CopyTexSubImage to get the destination
* renderbuffer into a texture.
*/
if (ctx->Meta->Blit.no_ctsi_fallback)
return false;
if (rb->NumSamples > 1)
return false;
if (do_depth) {
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 =
_mesa_base_tex_format(ctx, rb->InternalFormat);
}
srcLevel = 0;
target = meta_temp_texture->Target;
texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj);
if (texObj == NULL) {
return false;
}
_mesa_meta_setup_copypix_texture(ctx, meta_temp_texture,
srcX0, srcY0,
srcW, srcH,
tex_base_format,
filter);
srcX0 = 0;
srcY0 = 0;
srcX1 = srcW;
srcY1 = srcH;
}
fb_tex_blit.baseLevelSave = texObj->BaseLevel;
fb_tex_blit.maxLevelSave = texObj->MaxLevel;
fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;
scaled_blit = dstW != srcW || dstH != srcH;
if (glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, filter, scaled_blit,
do_depth);
}
else {
_mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
&ctx->Meta->Blit.VBO,
2);
}
/*
printf("Blit from texture!\n");
printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
*/
fb_tex_blit.sampler = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
srcLevel);
/* Always do our blits with no net sRGB decode or encode.
*
* However, if both the src and dst can be srgb decode/encoded, enable them
* so that we do any blending (from scaling or from MSAA resolves) in the
* right colorspace.
*
* Our choice of not doing any net encode/decode is from the GL 3.0
* specification:
*
* "Blit operations bypass the fragment pipeline. The only fragment
* operations which affect a blit are the pixel ownership test and the
* scissor test."
*
* The GL 4.4 specification disagrees and says that the sRGB part of the
* fragment pipeline applies, but this was found to break applications.
*/
if (ctx->Extensions.EXT_texture_sRGB_decode) {
if (_mesa_get_format_color_encoding(rb->Format) == GL_SRGB &&
drawFb->Visual.sRGBCapable) {
_mesa_SamplerParameteri(fb_tex_blit.sampler,
GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
_mesa_set_framebuffer_srgb(ctx, GL_TRUE);
} else {
_mesa_SamplerParameteri(fb_tex_blit.sampler,
GL_TEXTURE_SRGB_DECODE_EXT,
GL_SKIP_DECODE_EXT);
/* set_framebuffer_srgb was set by _mesa_meta_begin(). */
}
}
if (!glsl_version) {
_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(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 ||
target == GL_TEXTURE_2D_MULTISAMPLE ||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
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[0].tex[2] = readAtt->Zoffset;
verts[1].tex[0] = s1;
verts[1].tex[1] = t0;
verts[1].tex[2] = readAtt->Zoffset;
verts[2].tex[0] = s1;
verts[2].tex[1] = t1;
verts[2].tex[2] = readAtt->Zoffset;
verts[3].tex[0] = s0;
verts[3].tex[1] = t1;
verts[3].tex[2] = readAtt->Zoffset;
_mesa_NamedBufferSubData(blit->VBO, 0, sizeof(verts), verts);
}
/* setup viewport */
_mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
_mesa_ColorMask(!do_depth, !do_depth, !do_depth, !do_depth);
_mesa_set_enable(ctx, GL_DEPTH_TEST, do_depth);
_mesa_DepthMask(do_depth);
_mesa_DepthFunc(GL_ALWAYS);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
_mesa_meta_fb_tex_blit_end(ctx, target, &fb_tex_blit);
return true;
}
void
_mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx,
struct fb_tex_blit_state *blit)
{
blit->samplerSave =
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
blit->tempTex = 0;
}
void
_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
struct fb_tex_blit_state *blit)
{
/* 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, blit->baseLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, blit->maxLevelSave);
if (ctx->Extensions.ARB_stencil_texturing) {
const struct gl_texture_object *texObj =
_mesa_get_current_tex_object(ctx, target);
if (texObj->StencilSampling != blit->stencilSamplingSave)
_mesa_TexParameteri(target, GL_DEPTH_STENCIL_TEXTURE_MODE,
blit->stencilSamplingSave ?
GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
}
}
_mesa_BindSampler(ctx->Texture.CurrentUnit, blit->samplerSave);
_mesa_DeleteSamplers(1, &blit->sampler);
if (blit->tempTex)
_mesa_DeleteTextures(1, &blit->tempTex);
}
GLboolean
_mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
struct gl_renderbuffer *rb,
GLuint *tex,
struct gl_texture_object **texObj,
GLenum *target)
{
struct gl_texture_image *texImage;
GLuint tempTex;
if (rb->NumSamples > 1)
*target = GL_TEXTURE_2D_MULTISAMPLE;
else
*target = GL_TEXTURE_2D;
tempTex = 0;
_mesa_GenTextures(1, &tempTex);
if (tempTex == 0)
return false;
*tex = tempTex;
_mesa_BindTexture(*target, *tex);
*texObj = _mesa_lookup_texture(ctx, *tex);
texImage = _mesa_get_tex_image(ctx, *texObj, *target, 0);
if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
_mesa_DeleteTextures(1, tex);
return false;
}
if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
rb->NeedsFinishRenderTexture = true;
ctx->Driver.FinishRenderTexture(ctx, rb);
}
return true;
}
GLuint
_mesa_meta_setup_sampler(struct gl_context *ctx,
const struct gl_texture_object *texObj,
GLenum target, GLenum filter, GLuint srcLevel)
{
GLuint sampler;
GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
filter == GL_SCALED_RESOLVE_NICEST_EXT) ?
GL_NEAREST : filter;
_mesa_GenSamplers(1, &sampler);
_mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
/* Prepare src texture state */
_mesa_BindTexture(target, texObj->Name);
_mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, tex_filter);
_mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, tex_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);
return sampler;
}
/**
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
* of texture mapping and polygon rendering.
*/
GLbitfield
_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
const struct gl_framebuffer *readFb,
const struct gl_framebuffer *drawFb,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
const GLint dstW = abs(dstX1 - dstX0);
const GLint dstH = abs(dstY1 - dstY0);
const GLint dstFlipX = (dstX1 - dstX0) / dstW;
const GLint dstFlipY = (dstY1 - dstY0) / dstH;
struct {
GLint srcX0, srcY0, srcX1, srcY1;
GLint dstX0, dstY0, dstX1, dstY1;
} clip = {
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1
};
const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader;
/* Multisample texture blit support requires texture multisample. */
if (readFb->Visual.samples > 0 &&
!ctx->Extensions.ARB_texture_multisample) {
return mask;
}
/* Clip a copy of the blit coordinates. If these differ from the input
* coordinates, then we'll set the scissor.
*/
if (!_mesa_clip_blit(ctx, readFb, drawFb,
&clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
&clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) {
/* clipped/scissored everything away */
return 0;
}
/* Only scissor affects blit, but we're doing to set a custom scissor if
* necessary anyway, so save/clear state.
*/
_mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
/* Dithering shouldn't be performed for glBlitFramebuffer */
_mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
/* If the clipping earlier changed the destination rect at all, then
* enable the scissor to clip to it.
*/
if (clip.dstX0 != dstX0 || clip.dstY0 != dstY0 ||
clip.dstX1 != dstX1 || clip.dstY1 != dstY1) {
_mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
_mesa_Scissor(MIN2(clip.dstX0, clip.dstX1),
MIN2(clip.dstY0, clip.dstY1),
abs(clip.dstX0 - clip.dstX1),
abs(clip.dstY0 - clip.dstY1));
}
/* Try faster, direct texture approach first */
if (mask & GL_COLOR_BUFFER_BIT) {
if (blitframebuffer_texture(ctx, readFb, drawFb,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
filter, dstFlipX, dstFlipY,
use_glsl_version, false)) {
mask &= ~GL_COLOR_BUFFER_BIT;
}
}
if (mask & GL_DEPTH_BUFFER_BIT && use_glsl_version) {
if (blitframebuffer_texture(ctx, readFb, drawFb,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
filter, dstFlipX, dstFlipY,
use_glsl_version, true)) {
mask &= ~GL_DEPTH_BUFFER_BIT;
}
}
if (mask & GL_STENCIL_BUFFER_BIT) {
/* XXX can't easily do stencil */
}
_mesa_meta_end(ctx);
return mask;
}
void
_mesa_meta_glsl_blit_cleanup(struct blit_state *blit)
{
if (blit->VAO) {
_mesa_DeleteVertexArrays(1, &blit->VAO);
blit->VAO = 0;
_mesa_DeleteBuffers(1, &blit->VBO);
blit->VBO = 0;
}
_mesa_meta_blit_shader_table_cleanup(&blit->shaders_with_depth);
_mesa_meta_blit_shader_table_cleanup(&blit->shaders_without_depth);
_mesa_DeleteTextures(1, &blit->depthTex.TexObj);
blit->depthTex.TexObj = 0;
}
void
_mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx,
struct gl_framebuffer *readFb,
struct gl_framebuffer *drawFb,
GLint srcX0, GLint srcY0,
GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
mask = _mesa_meta_BlitFramebuffer(ctx, readFb, drawFb,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
if (mask == 0x0)
return;
_swrast_BlitFramebuffer(ctx, readFb, drawFb,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
}
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