1 /* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25 #include "main/glheader.h" 26 #include "main/mtypes.h" 27 #include "main/imports.h" 28 #include "main/arbprogram.h" 29 #include "main/arrayobj.h" 30 #include "main/blend.h" 31 #include "main/condrender.h" 32 #include "main/depth.h" 33 #include "main/enable.h" 34 #include "main/enums.h" 35 #include "main/fbobject.h" 36 #include "main/image.h" 37 #include "main/macros.h" 38 #include "main/matrix.h" 39 #include "main/multisample.h" 40 #include "main/objectlabel.h" 41 #include "main/readpix.h" 42 #include "main/scissor.h" 43 #include "main/shaderapi.h" 44 #include "main/texobj.h" 45 #include "main/texenv.h" 46 #include "main/teximage.h" 47 #include "main/texparam.h" 48 #include "main/uniforms.h" 49 #include "main/varray.h" 50 #include "main/viewport.h" 51 #include "swrast/swrast.h" 52 #include "drivers/common/meta.h" 53 #include "util/ralloc.h" 54 55 /** Return offset in bytes of the field within a vertex struct */ 56 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) 57 58 static void 59 setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx, 60 struct blit_state *blit, 61 struct gl_renderbuffer *src_rb, 62 GLenum target, GLenum filter) 63 { 64 GLint loc_src_width, loc_src_height; 65 int i, samples; 66 int shader_offset = 0; 67 void *mem_ctx = ralloc_context(NULL); 68 char *fs_source; 69 char *name, *sample_number; 70 const uint8_t *sample_map; 71 char *sample_map_str = rzalloc_size(mem_ctx, 1); 72 char *sample_map_expr = rzalloc_size(mem_ctx, 1); 73 char *texel_fetch_macro = rzalloc_size(mem_ctx, 1); 74 const char *sampler_array_suffix = ""; 75 float x_scale, y_scale; 76 enum blit_msaa_shader shader_index; 77 78 assert(src_rb); 79 samples = MAX2(src_rb->NumSamples, 1); 80 81 if (samples == 16) 82 x_scale = 4.0; 83 else 84 x_scale = 2.0; 85 y_scale = samples / x_scale; 86 87 /* We expect only power of 2 samples in source multisample buffer. */ 88 assert(samples > 0 && _mesa_is_pow_two(samples)); 89 while (samples >> (shader_offset + 1)) { 90 shader_offset++; 91 } 92 /* Update the assert if we plan to support more than 16X MSAA. */ 93 assert(shader_offset > 0 && shader_offset <= 4); 94 95 assert(target == GL_TEXTURE_2D_MULTISAMPLE || 96 target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY); 97 98 shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE + 99 shader_offset - 1; 100 101 if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { 102 shader_index += BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE - 103 BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE; 104 sampler_array_suffix = "Array"; 105 } 106 107 if (blit->msaa_shaders[shader_index]) { 108 _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]); 109 /* Update the uniform values. */ 110 loc_src_width = 111 _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width"); 112 loc_src_height = 113 _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height"); 114 _mesa_Uniform1f(loc_src_width, src_rb->Width); 115 _mesa_Uniform1f(loc_src_height, src_rb->Height); 116 return; 117 } 118 119 name = ralloc_asprintf(mem_ctx, "vec4 MSAA scaled resolve"); 120 121 /* Below switch is used to setup the shader expression, which computes 122 * sample index and map it to to a sample number on hardware. 123 */ 124 switch(samples) { 125 case 2: 126 sample_number = "sample_map[int(2 * fract(coord.x))]"; 127 sample_map = ctx->Const.SampleMap2x; 128 break; 129 case 4: 130 sample_number = "sample_map[int(2 * fract(coord.x) + 4 * fract(coord.y))]"; 131 sample_map = ctx->Const.SampleMap4x; 132 break; 133 case 8: 134 sample_number = "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]"; 135 sample_map = ctx->Const.SampleMap8x; 136 break; 137 case 16: 138 sample_number = "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]"; 139 sample_map = ctx->Const.SampleMap16x; 140 break; 141 default: 142 sample_number = NULL; 143 sample_map = NULL; 144 _mesa_problem(ctx, "Unsupported sample count %d\n", samples); 145 unreachable("Unsupported sample count"); 146 } 147 148 /* Create sample map string. */ 149 for (i = 0 ; i < samples - 1; i++) { 150 ralloc_asprintf_append(&sample_map_str, "%d, ", sample_map[i]); 151 } 152 ralloc_asprintf_append(&sample_map_str, "%d", sample_map[samples - 1]); 153 154 /* Create sample map expression using above string. */ 155 ralloc_asprintf_append(&sample_map_expr, 156 " const int sample_map[%d] = int[%d](%s);\n", 157 samples, samples, sample_map_str); 158 159 if (target == GL_TEXTURE_2D_MULTISAMPLE) { 160 ralloc_asprintf_append(&texel_fetch_macro, 161 "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec2(coord), %s);\n", 162 sample_number); 163 } else { 164 ralloc_asprintf_append(&texel_fetch_macro, 165 "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec3(coord, layer), %s);\n", 166 sample_number); 167 } 168 169 static const char vs_source[] = 170 "#version 130\n" 171 "#extension GL_ARB_explicit_attrib_location: enable\n" 172 "layout(location = 0) in vec2 position;\n" 173 "layout(location = 1) in vec3 textureCoords;\n" 174 "out vec2 texCoords;\n" 175 "flat out int layer;\n" 176 "void main()\n" 177 "{\n" 178 " texCoords = textureCoords.xy;\n" 179 " layer = int(textureCoords.z);\n" 180 " gl_Position = vec4(position, 0.0, 1.0);\n" 181 "}\n" 182 ; 183 184 fs_source = ralloc_asprintf(mem_ctx, 185 "#version 130\n" 186 "#extension GL_ARB_texture_multisample : enable\n" 187 "uniform sampler2DMS%s texSampler;\n" 188 "uniform float src_width, src_height;\n" 189 "in vec2 texCoords;\n" 190 "flat in int layer;\n" 191 "out vec4 out_color;\n" 192 "\n" 193 "void main()\n" 194 "{\n" 195 "%s" 196 " vec2 interp;\n" 197 " const vec2 scale = vec2(%ff, %ff);\n" 198 " const vec2 scale_inv = vec2(%ff, %ff);\n" 199 " const vec2 s_0_offset = vec2(%ff, %ff);\n" 200 " vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n" 201 " vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n" 202 " vec4 x_0_color, x_1_color;\n" 203 " vec2 tex_coord = texCoords - s_0_offset;\n" 204 "\n" 205 " tex_coord *= scale;\n" 206 " tex_coord.x = clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n" 207 " tex_coord.y = clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n" 208 " interp = fract(tex_coord);\n" 209 " tex_coord = ivec2(tex_coord) * scale_inv;\n" 210 "\n" 211 " /* Compute the sample coordinates used for filtering. */\n" 212 " s_0_coord = tex_coord;\n" 213 " s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n" 214 " s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n" 215 " s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n" 216 "\n" 217 " /* Fetch sample color values. */\n" 218 "%s" 219 " s_0_color = TEXEL_FETCH(s_0_coord)\n" 220 " s_1_color = TEXEL_FETCH(s_1_coord)\n" 221 " s_2_color = TEXEL_FETCH(s_2_coord)\n" 222 " s_3_color = TEXEL_FETCH(s_3_coord)\n" 223 "#undef TEXEL_FETCH\n" 224 "\n" 225 " /* Do bilinear filtering on sample colors. */\n" 226 " x_0_color = mix(s_0_color, s_1_color, interp.x);\n" 227 " x_1_color = mix(s_2_color, s_3_color, interp.x);\n" 228 " out_color = mix(x_0_color, x_1_color, interp.y);\n" 229 "}\n", 230 sampler_array_suffix, 231 sample_map_expr, 232 x_scale, y_scale, 233 1.0f / x_scale, 1.0f / y_scale, 234 0.5f / x_scale, 0.5f / y_scale, 235 texel_fetch_macro); 236 237 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name, 238 &blit->msaa_shaders[shader_index]); 239 loc_src_width = 240 _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width"); 241 loc_src_height = 242 _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height"); 243 _mesa_Uniform1f(loc_src_width, src_rb->Width); 244 _mesa_Uniform1f(loc_src_height, src_rb->Height); 245 246 ralloc_free(mem_ctx); 247 } 248 249 static void 250 setup_glsl_msaa_blit_shader(struct gl_context *ctx, 251 struct blit_state *blit, 252 const struct gl_framebuffer *drawFb, 253 struct gl_renderbuffer *src_rb, 254 GLenum target) 255 { 256 const char *vs_source; 257 char *fs_source; 258 void *mem_ctx; 259 enum blit_msaa_shader shader_index; 260 bool dst_is_msaa = false; 261 GLenum src_datatype; 262 const char *vec4_prefix; 263 const char *sampler_array_suffix = ""; 264 char *name; 265 const char *texcoord_type = "vec2"; 266 int samples; 267 int shader_offset = 0; 268 269 if (src_rb) { 270 samples = MAX2(src_rb->NumSamples, 1); 271 src_datatype = _mesa_get_format_datatype(src_rb->Format); 272 } else { 273 /* depth-or-color glCopyTexImage fallback path that passes a NULL rb and 274 * doesn't handle integer. 275 */ 276 samples = 1; 277 src_datatype = GL_UNSIGNED_NORMALIZED; 278 } 279 280 /* We expect only power of 2 samples in source multisample buffer. */ 281 assert(samples > 0 && _mesa_is_pow_two(samples)); 282 while (samples >> (shader_offset + 1)) { 283 shader_offset++; 284 } 285 /* Update the assert if we plan to support more than 16X MSAA. */ 286 assert(shader_offset >= 0 && shader_offset <= 4); 287 288 if (drawFb->Visual.samples > 1) { 289 /* If you're calling meta_BlitFramebuffer with the destination 290 * multisampled, this is the only path that will work -- swrast and 291 * CopyTexImage won't work on it either. 292 */ 293 assert(ctx->Extensions.ARB_sample_shading); 294 295 dst_is_msaa = true; 296 297 /* We need shader invocation per sample, not per pixel */ 298 _mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE); 299 _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE); 300 _mesa_MinSampleShading(1.0); 301 } 302 303 switch (target) { 304 case GL_TEXTURE_2D_MULTISAMPLE: 305 case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: 306 if (src_rb && (src_rb->_BaseFormat == GL_DEPTH_COMPONENT || 307 src_rb->_BaseFormat == GL_DEPTH_STENCIL)) { 308 if (dst_is_msaa) 309 shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY; 310 else 311 shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE; 312 } else { 313 if (dst_is_msaa) 314 shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY; 315 else { 316 shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 317 shader_offset; 318 } 319 } 320 321 if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { 322 shader_index += (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE - 323 BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE); 324 sampler_array_suffix = "Array"; 325 texcoord_type = "vec3"; 326 } 327 break; 328 default: 329 _mesa_problem(ctx, "Unknown texture target %s\n", 330 _mesa_enum_to_string(target)); 331 shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE; 332 } 333 334 /* We rely on the enum being sorted this way. */ 335 STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT == 336 BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5); 337 STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT == 338 BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10); 339 if (src_datatype == GL_INT) { 340 shader_index += 5; 341 vec4_prefix = "i"; 342 } else if (src_datatype == GL_UNSIGNED_INT) { 343 shader_index += 10; 344 vec4_prefix = "u"; 345 } else { 346 vec4_prefix = ""; 347 } 348 349 if (blit->msaa_shaders[shader_index]) { 350 _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]); 351 return; 352 } 353 354 mem_ctx = ralloc_context(NULL); 355 356 if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE || 357 shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE || 358 shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY || 359 shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) { 360 char *sample_index; 361 const char *tex_coords = "texCoords"; 362 363 if (dst_is_msaa) { 364 sample_index = "gl_SampleID"; 365 name = "depth MSAA copy"; 366 367 if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) { 368 /* See comment below for the color copy */ 369 tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))"; 370 } 371 } else { 372 /* From the GL 4.3 spec: 373 * 374 * "If there is a multisample buffer (the value of SAMPLE_BUFFERS 375 * is one), then values are obtained from the depth samples in 376 * this buffer. It is recommended that the depth value of the 377 * centermost sample be used, though implementations may choose 378 * any function of the depth sample values at each pixel. 379 * 380 * We're slacking and instead of choosing centermost, we've got 0. 381 */ 382 sample_index = "0"; 383 name = "depth MSAA resolve"; 384 } 385 386 vs_source = ralloc_asprintf(mem_ctx, 387 "#version 130\n" 388 "#extension GL_ARB_explicit_attrib_location: enable\n" 389 "layout(location = 0) in vec2 position;\n" 390 "layout(location = 1) in %s textureCoords;\n" 391 "out %s texCoords;\n" 392 "void main()\n" 393 "{\n" 394 " texCoords = textureCoords;\n" 395 " gl_Position = vec4(position, 0.0, 1.0);\n" 396 "}\n", 397 texcoord_type, 398 texcoord_type); 399 fs_source = ralloc_asprintf(mem_ctx, 400 "#version 130\n" 401 "#extension GL_ARB_texture_multisample : enable\n" 402 "#extension GL_ARB_sample_shading : enable\n" 403 "#extension GL_ARB_gpu_shader5 : enable\n" 404 "uniform sampler2DMS%s texSampler;\n" 405 "in %s texCoords;\n" 406 "out vec4 out_color;\n" 407 "\n" 408 "void main()\n" 409 "{\n" 410 " gl_FragDepth = texelFetch(texSampler, i%s(%s), %s).r;\n" 411 "}\n", 412 sampler_array_suffix, 413 texcoord_type, 414 texcoord_type, 415 tex_coords, 416 sample_index); 417 } else { 418 /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1 419 * sample). Yes, this is ridiculous. 420 */ 421 char *sample_resolve; 422 const char *merge_function; 423 name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s", 424 vec4_prefix, 425 dst_is_msaa ? "copy" : "resolve"); 426 427 if (dst_is_msaa) { 428 const char *tex_coords; 429 430 if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) { 431 /* If interpolateAtOffset is available then it will be used to 432 * force the interpolation to the center. This is required at 433 * least on Intel hardware because it is possible to have a sample 434 * position on the 0 x or y axis which means it will lie exactly 435 * on the pixel boundary. If we let the hardware interpolate the 436 * coordinates at one of these positions then it is possible for 437 * it to jump to a neighboring texel when converting to ints due 438 * to rounding errors. This is only done for >= 16x MSAA because 439 * it probably has some overhead. It is more likely that some 440 * hardware will use one of these problematic positions at 16x 441 * MSAA because in that case in D3D they are defined to be at 442 * these positions. 443 */ 444 tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))"; 445 } else { 446 tex_coords = "texCoords"; 447 } 448 449 sample_resolve = 450 ralloc_asprintf(mem_ctx, 451 " out_color = texelFetch(texSampler, " 452 "i%s(%s), gl_SampleID);", 453 texcoord_type, tex_coords); 454 455 merge_function = ""; 456 } else { 457 int i; 458 int step; 459 460 if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) { 461 /* From the OpenGL ES 3.2 spec section 16.2.1: 462 * 463 * "If the source formats are integer types or stencil values, 464 * a single sample's value is selected for each pixel." 465 * 466 * The OpenGL 4.4 spec contains exactly the same language. 467 * 468 * We can accomplish this by making the merge function return just 469 * one of the two samples. The compiler should do the rest. 470 */ 471 merge_function = "gvec4 merge(gvec4 a, gvec4 b) { return a; }\n"; 472 } else { 473 /* The divide will happen at the end for floats. */ 474 merge_function = 475 "vec4 merge(vec4 a, vec4 b) { return (a + b); }\n"; 476 } 477 478 /* We're assuming power of two samples for this resolution procedure. 479 * 480 * To avoid losing any floating point precision if the samples all 481 * happen to have the same value, we merge pairs of values at a time 482 * (so the floating point exponent just gets increased), rather than 483 * doing a naive sum and dividing. 484 */ 485 assert(_mesa_is_pow_two(samples)); 486 /* Fetch each individual sample. */ 487 sample_resolve = rzalloc_size(mem_ctx, 1); 488 for (i = 0; i < samples; i++) { 489 ralloc_asprintf_append(&sample_resolve, 490 " gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n", 491 i, texcoord_type, i); 492 } 493 /* Now, merge each pair of samples, then merge each pair of those, 494 * etc. 495 */ 496 for (step = 2; step <= samples; step *= 2) { 497 for (i = 0; i < samples; i += step) { 498 ralloc_asprintf_append(&sample_resolve, 499 " gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n", 500 step, i, 501 step / 2, i, 502 step / 2, i + step / 2); 503 } 504 } 505 506 /* Scale the final result. */ 507 if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) { 508 ralloc_asprintf_append(&sample_resolve, 509 " out_color = sample_%d_0;\n", 510 samples); 511 } else { 512 ralloc_asprintf_append(&sample_resolve, 513 " gl_FragColor = sample_%d_0 / %f;\n", 514 samples, (float)samples); 515 } 516 } 517 518 vs_source = ralloc_asprintf(mem_ctx, 519 "#version 130\n" 520 "#extension GL_ARB_explicit_attrib_location: enable\n" 521 "layout(location = 0) in vec2 position;\n" 522 "layout(location = 1) in %s textureCoords;\n" 523 "out %s texCoords;\n" 524 "void main()\n" 525 "{\n" 526 " texCoords = textureCoords;\n" 527 " gl_Position = vec4(position, 0.0, 1.0);\n" 528 "}\n", 529 texcoord_type, 530 texcoord_type); 531 fs_source = ralloc_asprintf(mem_ctx, 532 "#version 130\n" 533 "#extension GL_ARB_texture_multisample : enable\n" 534 "#extension GL_ARB_sample_shading : enable\n" 535 "#extension GL_ARB_gpu_shader5 : enable\n" 536 "#define gvec4 %svec4\n" 537 "uniform %ssampler2DMS%s texSampler;\n" 538 "in %s texCoords;\n" 539 "out gvec4 out_color;\n" 540 "\n" 541 "%s" /* merge_function */ 542 "void main()\n" 543 "{\n" 544 "%s\n" /* sample_resolve */ 545 "}\n", 546 vec4_prefix, 547 vec4_prefix, 548 sampler_array_suffix, 549 texcoord_type, 550 merge_function, 551 sample_resolve); 552 } 553 554 _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name, 555 &blit->msaa_shaders[shader_index]); 556 557 ralloc_free(mem_ctx); 558 } 559 560 static void 561 setup_glsl_blit_framebuffer(struct gl_context *ctx, 562 struct blit_state *blit, 563 const struct gl_framebuffer *drawFb, 564 struct gl_renderbuffer *src_rb, 565 GLenum target, GLenum filter, 566 bool is_scaled_blit, 567 bool do_depth) 568 { 569 unsigned texcoord_size; 570 bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE || 571 target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY; 572 bool is_filter_scaled_resolve = filter == GL_SCALED_RESOLVE_FASTEST_EXT || 573 filter == GL_SCALED_RESOLVE_NICEST_EXT; 574 575 /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */ 576 assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D); 577 578 texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0); 579 580 _mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->buf_obj, true, 581 2, texcoord_size, 0); 582 583 if (is_target_multisample && is_filter_scaled_resolve && is_scaled_blit) { 584 setup_glsl_msaa_blit_scaled_shader(ctx, blit, src_rb, target, filter); 585 } else if (is_target_multisample) { 586 setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target); 587 } else { 588 _mesa_meta_setup_blit_shader(ctx, target, do_depth, 589 do_depth ? &blit->shaders_with_depth 590 : &blit->shaders_without_depth); 591 } 592 } 593 594 /** 595 * Try to do a color or depth glBlitFramebuffer using texturing. 596 * 597 * We can do this when the src renderbuffer is actually a texture, or when the 598 * driver exposes BindRenderbufferTexImage(). 599 */ 600 static bool 601 blitframebuffer_texture(struct gl_context *ctx, 602 const struct gl_framebuffer *readFb, 603 const struct gl_framebuffer *drawFb, 604 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 605 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 606 GLenum filter, GLint flipX, GLint flipY, 607 GLboolean glsl_version, GLboolean do_depth) 608 { 609 int att_index = do_depth ? BUFFER_DEPTH : readFb->_ColorReadBufferIndex; 610 const struct gl_renderbuffer_attachment *readAtt = 611 &readFb->Attachment[att_index]; 612 struct blit_state *blit = &ctx->Meta->Blit; 613 struct fb_tex_blit_state fb_tex_blit; 614 const GLint dstX = MIN2(dstX0, dstX1); 615 const GLint dstY = MIN2(dstY0, dstY1); 616 const GLint dstW = abs(dstX1 - dstX0); 617 const GLint dstH = abs(dstY1 - dstY0); 618 const int srcW = abs(srcX1 - srcX0); 619 const int srcH = abs(srcY1 - srcY0); 620 bool scaled_blit = false; 621 struct gl_texture_object *texObj; 622 GLuint srcLevel; 623 GLenum target; 624 struct gl_renderbuffer *rb = readAtt->Renderbuffer; 625 struct temp_texture *meta_temp_texture; 626 627 if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample) 628 return false; 629 630 _mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit); 631 632 if (readAtt->Texture && 633 (readAtt->Texture->Target == GL_TEXTURE_2D || 634 readAtt->Texture->Target == GL_TEXTURE_RECTANGLE || 635 readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE || 636 readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) { 637 /* If there's a texture attached of a type we can handle, then just use 638 * it directly. 639 */ 640 srcLevel = readAtt->TextureLevel; 641 texObj = readAtt->Texture; 642 target = texObj->Target; 643 } else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) { 644 if (!_mesa_meta_bind_rb_as_tex_image(ctx, rb, &fb_tex_blit.tempTex, 645 &texObj, &target)) 646 return false; 647 648 srcLevel = 0; 649 if (_mesa_is_winsys_fbo(readFb)) { 650 GLint temp = srcY0; 651 srcY0 = rb->Height - srcY1; 652 srcY1 = rb->Height - temp; 653 flipY = -flipY; 654 } 655 } else { 656 GLenum tex_base_format; 657 /* Fall back to doing a CopyTexSubImage to get the destination 658 * renderbuffer into a texture. 659 */ 660 if (ctx->Meta->Blit.no_ctsi_fallback) 661 return false; 662 663 if (rb->NumSamples > 1) 664 return false; 665 666 if (do_depth) { 667 meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx); 668 tex_base_format = GL_DEPTH_COMPONENT; 669 } else { 670 meta_temp_texture = _mesa_meta_get_temp_texture(ctx); 671 tex_base_format = 672 _mesa_base_tex_format(ctx, rb->InternalFormat); 673 } 674 675 srcLevel = 0; 676 target = meta_temp_texture->Target; 677 texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj); 678 if (texObj == NULL) { 679 return false; 680 } 681 682 _mesa_meta_setup_copypix_texture(ctx, meta_temp_texture, 683 srcX0, srcY0, 684 srcW, srcH, 685 tex_base_format, 686 filter); 687 688 689 srcX0 = 0; 690 srcY0 = 0; 691 srcX1 = srcW; 692 srcY1 = srcH; 693 } 694 695 fb_tex_blit.baseLevelSave = texObj->BaseLevel; 696 fb_tex_blit.maxLevelSave = texObj->MaxLevel; 697 fb_tex_blit.stencilSamplingSave = texObj->StencilSampling; 698 699 scaled_blit = dstW != srcW || dstH != srcH; 700 701 if (glsl_version) { 702 setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, filter, scaled_blit, 703 do_depth); 704 } 705 else { 706 _mesa_meta_setup_ff_tnl_for_blit(ctx, 707 &ctx->Meta->Blit.VAO, 708 &ctx->Meta->Blit.buf_obj, 709 2); 710 } 711 712 /* 713 printf("Blit from texture!\n"); 714 printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt); 715 printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture); 716 */ 717 718 fb_tex_blit.samp_obj = _mesa_meta_setup_sampler(ctx, texObj, target, filter, 719 srcLevel); 720 721 if (ctx->Extensions.EXT_texture_sRGB_decode) { 722 /* The GL 4.4 spec, section 18.3.1 ("Blitting Pixel Rectangles") says: 723 * 724 * "When values are taken from the read buffer, if FRAMEBUFFER_SRGB 725 * is enabled and the value of FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 726 * for the framebuffer attachment corresponding to the read buffer 727 * is SRGB (see section 9.2.3), the red, green, and blue components 728 * are converted from the non-linear sRGB color space according to 729 * equation 3.24. 730 * 731 * When values are written to the draw buffers, blit operations 732 * bypass most of the fragment pipeline. The only fragment 733 * operations which affect a blit are the pixel ownership test, 734 * the scissor test, and sRGB conversion (see section 17.3.9)." 735 * 736 * ES 3.0 contains nearly the exact same text, but omits the part 737 * about GL_FRAMEBUFFER_SRGB as that doesn't exist in ES. Mesa 738 * defaults it to on for ES contexts, so we can safely check it. 739 */ 740 const bool decode = 741 ctx->Color.sRGBEnabled && 742 _mesa_get_format_color_encoding(rb->Format) == GL_SRGB; 743 744 _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj, 745 decode ? GL_DECODE_EXT 746 : GL_SKIP_DECODE_EXT); 747 } 748 749 if (!glsl_version) { 750 _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 751 _mesa_set_enable(ctx, target, GL_TRUE); 752 } 753 754 /* Prepare vertex data (the VBO was previously created and bound) */ 755 { 756 struct vertex verts[4]; 757 GLfloat s0, t0, s1, t1; 758 759 if (target == GL_TEXTURE_2D) { 760 const struct gl_texture_image *texImage 761 = _mesa_select_tex_image(texObj, target, srcLevel); 762 s0 = srcX0 / (float) texImage->Width; 763 s1 = srcX1 / (float) texImage->Width; 764 t0 = srcY0 / (float) texImage->Height; 765 t1 = srcY1 / (float) texImage->Height; 766 } 767 else { 768 assert(target == GL_TEXTURE_RECTANGLE_ARB || 769 target == GL_TEXTURE_2D_MULTISAMPLE || 770 target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY); 771 s0 = (float) srcX0; 772 s1 = (float) srcX1; 773 t0 = (float) srcY0; 774 t1 = (float) srcY1; 775 } 776 777 /* Silence valgrind warnings about reading uninitialized stack. */ 778 memset(verts, 0, sizeof(verts)); 779 780 /* setup vertex positions */ 781 verts[0].x = -1.0F * flipX; 782 verts[0].y = -1.0F * flipY; 783 verts[1].x = 1.0F * flipX; 784 verts[1].y = -1.0F * flipY; 785 verts[2].x = 1.0F * flipX; 786 verts[2].y = 1.0F * flipY; 787 verts[3].x = -1.0F * flipX; 788 verts[3].y = 1.0F * flipY; 789 790 verts[0].tex[0] = s0; 791 verts[0].tex[1] = t0; 792 verts[0].tex[2] = readAtt->Zoffset; 793 verts[1].tex[0] = s1; 794 verts[1].tex[1] = t0; 795 verts[1].tex[2] = readAtt->Zoffset; 796 verts[2].tex[0] = s1; 797 verts[2].tex[1] = t1; 798 verts[2].tex[2] = readAtt->Zoffset; 799 verts[3].tex[0] = s0; 800 verts[3].tex[1] = t1; 801 verts[3].tex[2] = readAtt->Zoffset; 802 803 _mesa_buffer_sub_data(ctx, blit->buf_obj, 0, sizeof(verts), verts, 804 __func__); 805 } 806 807 /* setup viewport */ 808 _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); 809 _mesa_ColorMask(!do_depth, !do_depth, !do_depth, !do_depth); 810 _mesa_set_enable(ctx, GL_DEPTH_TEST, do_depth); 811 _mesa_DepthMask(do_depth); 812 _mesa_DepthFunc(GL_ALWAYS); 813 814 _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); 815 _mesa_meta_fb_tex_blit_end(ctx, target, &fb_tex_blit); 816 817 return true; 818 } 819 820 void 821 _mesa_meta_fb_tex_blit_begin(struct gl_context *ctx, 822 struct fb_tex_blit_state *blit) 823 { 824 /* None of the existing callers preinitialize fb_tex_blit_state to zeros, 825 * and both use stack variables. If samp_obj_save is not NULL, 826 * _mesa_reference_sampler_object will try to dereference it. Leaving 827 * random garbage in samp_obj_save can only lead to crashes. 828 * 829 * Since the state isn't persistent across calls, we won't catch ref 830 * counting problems. 831 */ 832 blit->samp_obj_save = NULL; 833 _mesa_reference_sampler_object(ctx, &blit->samp_obj_save, 834 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler); 835 blit->tempTex = 0; 836 } 837 838 void 839 _mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target, 840 struct fb_tex_blit_state *blit) 841 { 842 struct gl_texture_object *const texObj = 843 _mesa_get_current_tex_object(ctx, target); 844 845 /* Restore texture object state, the texture binding will 846 * be restored by _mesa_meta_end(). 847 */ 848 if (target != GL_TEXTURE_RECTANGLE_ARB) { 849 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL, 850 &blit->baseLevelSave, false); 851 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, 852 &blit->maxLevelSave, false); 853 } 854 855 /* If ARB_stencil_texturing is not supported, the mode won't have changed. */ 856 if (texObj->StencilSampling != blit->stencilSamplingSave) { 857 /* GLint so the compiler won't complain about type signedness mismatch 858 * in the call to _mesa_texture_parameteriv below. 859 */ 860 const GLint param = blit->stencilSamplingSave ? 861 GL_STENCIL_INDEX : GL_DEPTH_COMPONENT; 862 863 _mesa_texture_parameteriv(ctx, texObj, GL_DEPTH_STENCIL_TEXTURE_MODE, 864 ¶m, false); 865 } 866 867 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, blit->samp_obj_save); 868 _mesa_reference_sampler_object(ctx, &blit->samp_obj_save, NULL); 869 _mesa_reference_sampler_object(ctx, &blit->samp_obj, NULL); 870 871 if (blit->tempTex) 872 _mesa_DeleteTextures(1, &blit->tempTex); 873 } 874 875 GLboolean 876 _mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx, 877 struct gl_renderbuffer *rb, 878 GLuint *tex, 879 struct gl_texture_object **texObj, 880 GLenum *target) 881 { 882 struct gl_texture_image *texImage; 883 GLuint tempTex; 884 885 if (rb->NumSamples > 1) 886 *target = GL_TEXTURE_2D_MULTISAMPLE; 887 else 888 *target = GL_TEXTURE_2D; 889 890 tempTex = 0; 891 _mesa_GenTextures(1, &tempTex); 892 if (tempTex == 0) 893 return false; 894 895 *tex = tempTex; 896 897 _mesa_BindTexture(*target, *tex); 898 *texObj = _mesa_lookup_texture(ctx, *tex); 899 texImage = _mesa_get_tex_image(ctx, *texObj, *target, 0); 900 901 if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) { 902 _mesa_DeleteTextures(1, tex); 903 return false; 904 } 905 906 if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) { 907 rb->NeedsFinishRenderTexture = true; 908 ctx->Driver.FinishRenderTexture(ctx, rb); 909 } 910 911 return true; 912 } 913 914 struct gl_sampler_object * 915 _mesa_meta_setup_sampler(struct gl_context *ctx, 916 struct gl_texture_object *texObj, 917 GLenum target, GLenum filter, GLuint srcLevel) 918 { 919 struct gl_sampler_object *samp_obj; 920 GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT || 921 filter == GL_SCALED_RESOLVE_NICEST_EXT) ? 922 GL_NEAREST : filter; 923 924 samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF); 925 if (samp_obj == NULL) 926 return NULL; 927 928 _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj); 929 _mesa_set_sampler_filters(ctx, samp_obj, tex_filter, tex_filter); 930 _mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 931 samp_obj->WrapR); 932 933 /* Prepare src texture state */ 934 _mesa_BindTexture(target, texObj->Name); 935 if (target != GL_TEXTURE_RECTANGLE_ARB) { 936 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL, 937 (GLint *) &srcLevel, false); 938 _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL, 939 (GLint *) &srcLevel, false); 940 } 941 942 return samp_obj; 943 } 944 945 /** 946 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms 947 * of texture mapping and polygon rendering. 948 */ 949 GLbitfield 950 _mesa_meta_BlitFramebuffer(struct gl_context *ctx, 951 const struct gl_framebuffer *readFb, 952 const struct gl_framebuffer *drawFb, 953 GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 954 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 955 GLbitfield mask, GLenum filter) 956 { 957 const GLint dstW = abs(dstX1 - dstX0); 958 const GLint dstH = abs(dstY1 - dstY0); 959 const GLint dstFlipX = (dstX1 - dstX0) / dstW; 960 const GLint dstFlipY = (dstY1 - dstY0) / dstH; 961 962 struct { 963 GLint srcX0, srcY0, srcX1, srcY1; 964 GLint dstX0, dstY0, dstX1, dstY1; 965 } clip = { 966 srcX0, srcY0, srcX1, srcY1, 967 dstX0, dstY0, dstX1, dstY1 968 }; 969 970 const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && 971 ctx->Extensions.ARB_fragment_shader; 972 973 /* Multisample texture blit support requires texture multisample. */ 974 if (readFb->Visual.samples > 0 && 975 !ctx->Extensions.ARB_texture_multisample) { 976 return mask; 977 } 978 979 /* Clip a copy of the blit coordinates. If these differ from the input 980 * coordinates, then we'll set the scissor. 981 */ 982 if (!_mesa_clip_blit(ctx, readFb, drawFb, 983 &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1, 984 &clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) { 985 /* clipped/scissored everything away */ 986 return 0; 987 } 988 989 /* Only scissor and FRAMEBUFFER_SRGB affect blit. Leave sRGB alone, but 990 * save restore scissor as we'll set a custom scissor if necessary. 991 */ 992 _mesa_meta_begin(ctx, MESA_META_ALL & 993 ~(MESA_META_DRAW_BUFFERS | 994 MESA_META_FRAMEBUFFER_SRGB)); 995 996 /* Dithering shouldn't be performed for glBlitFramebuffer */ 997 _mesa_set_enable(ctx, GL_DITHER, GL_FALSE); 998 999 /* If the clipping earlier changed the destination rect at all, then 1000 * enable the scissor to clip to it. 1001 */ 1002 if (clip.dstX0 != dstX0 || clip.dstY0 != dstY0 || 1003 clip.dstX1 != dstX1 || clip.dstY1 != dstY1) { 1004 _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE); 1005 _mesa_Scissor(MIN2(clip.dstX0, clip.dstX1), 1006 MIN2(clip.dstY0, clip.dstY1), 1007 abs(clip.dstX0 - clip.dstX1), 1008 abs(clip.dstY0 - clip.dstY1)); 1009 } 1010 1011 /* Try faster, direct texture approach first */ 1012 if (mask & GL_COLOR_BUFFER_BIT) { 1013 if (blitframebuffer_texture(ctx, readFb, drawFb, 1014 srcX0, srcY0, srcX1, srcY1, 1015 dstX0, dstY0, dstX1, dstY1, 1016 filter, dstFlipX, dstFlipY, 1017 use_glsl_version, false)) { 1018 mask &= ~GL_COLOR_BUFFER_BIT; 1019 } 1020 } 1021 1022 if (mask & GL_DEPTH_BUFFER_BIT && use_glsl_version) { 1023 if (blitframebuffer_texture(ctx, readFb, drawFb, 1024 srcX0, srcY0, srcX1, srcY1, 1025 dstX0, dstY0, dstX1, dstY1, 1026 filter, dstFlipX, dstFlipY, 1027 use_glsl_version, true)) { 1028 mask &= ~GL_DEPTH_BUFFER_BIT; 1029 } 1030 } 1031 1032 if (mask & GL_STENCIL_BUFFER_BIT) { 1033 /* XXX can't easily do stencil */ 1034 } 1035 1036 _mesa_meta_end(ctx); 1037 1038 return mask; 1039 } 1040 1041 void 1042 _mesa_meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit) 1043 { 1044 if (blit->VAO) { 1045 _mesa_DeleteVertexArrays(1, &blit->VAO); 1046 blit->VAO = 0; 1047 _mesa_reference_buffer_object(ctx, &blit->buf_obj, NULL); 1048 } 1049 1050 _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_with_depth); 1051 _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_without_depth); 1052 1053 _mesa_DeleteTextures(1, &blit->depthTex.TexObj); 1054 blit->depthTex.TexObj = 0; 1055 } 1056 1057 void 1058 _mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx, 1059 struct gl_framebuffer *readFb, 1060 struct gl_framebuffer *drawFb, 1061 GLint srcX0, GLint srcY0, 1062 GLint srcX1, GLint srcY1, 1063 GLint dstX0, GLint dstY0, 1064 GLint dstX1, GLint dstY1, 1065 GLbitfield mask, GLenum filter) 1066 { 1067 mask = _mesa_meta_BlitFramebuffer(ctx, readFb, drawFb, 1068 srcX0, srcY0, srcX1, srcY1, 1069 dstX0, dstY0, dstX1, dstY1, 1070 mask, filter); 1071 if (mask == 0x0) 1072 return; 1073 1074 _swrast_BlitFramebuffer(ctx, readFb, drawFb, 1075 srcX0, srcY0, srcX1, srcY1, 1076 dstX0, dstY0, dstX1, dstY1, 1077 mask, filter); 1078 } 1079