Mesa (master): meta: Move glBlitFramebuffer() to a separate file.

Eric Anholt anholt at kemper.freedesktop.org
Thu Feb 13 00:20:43 UTC 2014


Module: Mesa
Branch: master
Commit: 3e4ccf499e1d0dd8bf6864f3aba96d58f0a96048
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=3e4ccf499e1d0dd8bf6864f3aba96d58f0a96048

Author: Eric Anholt <eric at anholt.net>
Date:   Mon Feb  3 15:31:01 2014 -0800

meta: Move glBlitFramebuffer() to a separate file.

v2: Drop a bunch of unnecessary includes (by Kenneth), rebase on idr's
    changes.

Reviewed-by: Kenneth Graunke <kenneth at whitecape.org> (v1)

---

 src/mesa/Makefile.sources           |    1 +
 src/mesa/drivers/common/meta.c      |  420 -------------------------------
 src/mesa/drivers/common/meta_blit.c |  466 +++++++++++++++++++++++++++++++++++
 3 files changed, 467 insertions(+), 420 deletions(-)

diff --git a/src/mesa/Makefile.sources b/src/mesa/Makefile.sources
index bd02d3e..1ce94de 100644
--- a/src/mesa/Makefile.sources
+++ b/src/mesa/Makefile.sources
@@ -319,6 +319,7 @@ SPARC_FILES =			\
 
 COMMON_DRIVER_FILES =			\
 	$(SRCDIR)drivers/common/driverfuncs.c	\
+	$(SRCDIR)drivers/common/meta_blit.c	\
 	$(SRCDIR)drivers/common/meta.c
 
 
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index eef0b04..d3ca3b7 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -1346,39 +1346,6 @@ _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
    }
 }
 
-
-
-/**
- * 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);
-}
-
 void
 _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
                                  unsigned texcoord_size)
@@ -1390,393 +1357,6 @@ _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
    _mesa_LoadIdentity();
 }
 
-static void
-setup_glsl_blit_framebuffer(struct gl_context *ctx,
-                            struct blit_state *blit,
-                            GLenum target)
-{
-   /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
-   assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
-
-   _mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
-
-   _mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
-}
-
-/**
- * Try to do a glBlitFramebuffer using no-copy texturing.
- * We can do this when the src renderbuffer is actually a texture.
- *
- * \return new buffer mask indicating the buffers left to blit using the
- *         normal path.
- */
-static GLbitfield
-blitframebuffer_texture(struct gl_context *ctx,
-                        GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
-                        GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
-                        GLbitfield mask, GLenum filter, GLint flipX,
-                        GLint flipY, GLboolean glsl_version)
-{
-   if (mask & GL_COLOR_BUFFER_BIT) {
-      const struct gl_framebuffer *readFb = ctx->ReadBuffer;
-      const struct gl_renderbuffer_attachment *readAtt =
-         &readFb->Attachment[readFb->_ColorReadBufferIndex];
-
-      if (readAtt && readAtt->Texture) {
-         struct blit_state *blit = &ctx->Meta->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 struct gl_texture_object *texObj = readAtt->Texture;
-         const GLuint srcLevel = readAtt->TextureLevel;
-         const GLint baseLevelSave = texObj->BaseLevel;
-         const GLint maxLevelSave = texObj->MaxLevel;
-         const GLenum target = texObj->Target;
-         GLuint sampler, samplerSave =
-            ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
-            ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
-
-         if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
-            /* Can't handle other texture types at this time */
-            return mask;
-         }
-
-         /* Choose between glsl version and fixed function version of
-          * BlitFramebuffer function.
-          */
-         if (glsl_version) {
-            setup_glsl_blit_framebuffer(ctx, blit, target);
-         }
-         else {
-            _mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
-                                             &ctx->Meta->Blit.VBO,
-                                             2);
-         }
-
-         _mesa_GenSamplers(1, &sampler);
-         _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
-
-         /*
-         printf("Blit from texture!\n");
-         printf("  srcAtt %p  dstAtt %p\n", readAtt, drawAtt);
-         printf("  srcTex %p  dstText %p\n", texObj, drawAtt->Texture);
-         */
-
-         /* Prepare src texture state */
-         _mesa_BindTexture(target, texObj->Name);
-         _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
-         _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, 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);
-
-	 /* Always do our blits with no sRGB decode or encode.  Note that
-          * GL_FRAMEBUFFER_SRGB has already been disabled by
-          * _mesa_meta_begin().
-          */
-	 if (ctx->Extensions.EXT_texture_sRGB_decode) {
-	    _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
-				GL_SKIP_DECODE_EXT);
-	 }
-
-         if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
-            _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(ctx, 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);
-               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[1].tex[0] = s1;
-            verts[1].tex[1] = t0;
-            verts[2].tex[0] = s1;
-            verts[2].tex[1] = t1;
-            verts[3].tex[0] = s0;
-            verts[3].tex[1] = t1;
-
-            _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
-         }
-
-         /* setup viewport */
-         _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
-         _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-         _mesa_DepthMask(GL_FALSE);
-         _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
-         /* 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, baseLevelSave);
-            _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
-         }
-
-         _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
-         _mesa_DeleteSamplers(1, &sampler);
-
-         /* Done with color buffer */
-         mask &= ~GL_COLOR_BUFFER_BIT;
-      }
-   }
-
-   return mask;
-}
-
-
-/**
- * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
- * of texture mapping and polygon rendering.
- */
-void
-_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
-                           GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
-                           GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
-                           GLbitfield mask, GLenum filter)
-{
-   struct blit_state *blit = &ctx->Meta->Blit;
-   struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
-   struct temp_texture *depthTex = _mesa_meta_get_temp_depth_texture(ctx);
-   const GLsizei maxTexSize = tex->MaxSize;
-   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 &&
-                                      (ctx->API != API_OPENGLES);
-
-   /* In addition to falling back if the blit size is larger than the maximum
-    * texture size, fallback if the source is multisampled.  This fallback can
-    * be removed once Mesa gets support ARB_texture_multisample.
-    */
-   if (srcW > maxTexSize || srcH > maxTexSize
-       || ctx->ReadBuffer->Visual.samples > 0) {
-      /* XXX avoid this fallback */
-      _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
-                              dstX0, dstY0, dstX1, dstY1, mask, filter);
-      return;
-   }
-
-   /* only scissor effects blit so save/clear all other relevant state */
-   _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
-
-   /* Try faster, direct texture approach first */
-   mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
-                                  dstX0, dstY0, dstX1, dstY1, mask, filter,
-                                  dstFlipX, dstFlipY, use_glsl_version);
-   if (mask == 0x0) {
-      _mesa_meta_end(ctx);
-      return;
-   }
-
-   /* Choose between glsl version and fixed function version of
-    * BlitFramebuffer function.
-    */
-   if (use_glsl_version) {
-      setup_glsl_blit_framebuffer(ctx, blit, tex->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;
-
-   }
-
-   /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
-    * tokens.
-    */
-   if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
-      _mesa_set_enable(ctx, tex->Target, GL_TRUE);
-
-   if (mask & GL_COLOR_BUFFER_BIT) {
-      const struct gl_framebuffer *readFb = ctx->ReadBuffer;
-      const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer;
-      const GLenum rb_base_format =
-         _mesa_base_tex_format(ctx, colorReadRb->InternalFormat);
-
-      /* Using  the exact source rectangle to create the texture does incorrect
-       * linear filtering along the edges. So, allocate the texture extended along
-       * edges by one pixel in x, y directions.
-       */
-      _mesa_meta_setup_copypix_texture(ctx, tex,
-                                       srcX - 1, srcY - 1, srcW + 2, srcH + 2,
-                                       rb_base_format, filter);
-      /* texcoords (after texture allocation!) */
-      {
-         verts[0].tex[0] = 1.0F;
-         verts[0].tex[1] = 1.0F;
-         verts[1].tex[0] = tex->Sright - 1.0F;
-         verts[1].tex[1] = 1.0F;
-         verts[2].tex[0] = tex->Sright - 1.0F;
-         verts[2].tex[1] = tex->Ttop - 1.0F;
-         verts[3].tex[0] = 1.0F;
-         verts[3].tex[1] = tex->Ttop - 1.0F;
-
-         /* upload new vertex data */
-         _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
-      }
-
-      _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
-      _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-      _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
-      _mesa_DepthMask(GL_FALSE);
-      _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
-      mask &= ~GL_COLOR_BUFFER_BIT;
-   }
-
-   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 (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
-      _mesa_set_enable(ctx, tex->Target, GL_FALSE);
-
-   _mesa_meta_end(ctx);
-
-   if (mask) {
-      _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
-                              dstX0, dstY0, dstX1, dstY1, mask, filter);
-   }
-}
-
-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;
-   }
-   if (blit->DepthFP) {
-      _mesa_DeleteProgramsARB(1, &blit->DepthFP);
-      blit->DepthFP = 0;
-   }
-
-   _mesa_meta_blit_shader_table_cleanup(&blit->shaders);
-
-   _mesa_DeleteTextures(1, &blit->depthTex.TexObj);
-   blit->depthTex.TexObj = 0;
-}
-
-
 /**
  * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering.
  */
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
new file mode 100644
index 0000000..fa7e406
--- /dev/null
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -0,0 +1,466 @@
+/*
+ * 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/fbobject.h"
+#include "main/macros.h"
+#include "main/matrix.h"
+#include "main/readpix.h"
+#include "main/shaderapi.h"
+#include "main/texobj.h"
+#include "main/texenv.h"
+#include "main/teximage.h"
+#include "main/texparam.h"
+#include "main/varray.h"
+#include "main/viewport.h"
+#include "swrast/swrast.h"
+#include "drivers/common/meta.h"
+#include "../glsl/ralloc.h"
+
+/** 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_blit_framebuffer(struct gl_context *ctx,
+                            struct blit_state *blit,
+                            GLenum target)
+{
+   /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
+   assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
+
+   _mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
+
+   _mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
+}
+
+/**
+ * Try to do a glBlitFramebuffer using no-copy texturing.
+ * We can do this when the src renderbuffer is actually a texture.
+ *
+ * \return new buffer mask indicating the buffers left to blit using the
+ *         normal path.
+ */
+static GLbitfield
+blitframebuffer_texture(struct gl_context *ctx,
+                        GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
+                        GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+                        GLbitfield mask, GLenum filter, GLint flipX,
+                        GLint flipY, GLboolean glsl_version)
+{
+   if (mask & GL_COLOR_BUFFER_BIT) {
+      const struct gl_framebuffer *readFb = ctx->ReadBuffer;
+      const struct gl_renderbuffer_attachment *readAtt =
+         &readFb->Attachment[readFb->_ColorReadBufferIndex];
+
+      if (readAtt && readAtt->Texture) {
+         struct blit_state *blit = &ctx->Meta->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 struct gl_texture_object *texObj = readAtt->Texture;
+         const GLuint srcLevel = readAtt->TextureLevel;
+         const GLint baseLevelSave = texObj->BaseLevel;
+         const GLint maxLevelSave = texObj->MaxLevel;
+         const GLenum target = texObj->Target;
+         GLuint sampler, samplerSave =
+            ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+            ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+
+         if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
+            /* Can't handle other texture types at this time */
+            return mask;
+         }
+
+         /* Choose between glsl version and fixed function version of
+          * BlitFramebuffer function.
+          */
+         if (glsl_version) {
+            setup_glsl_blit_framebuffer(ctx, blit, target);
+         }
+         else {
+            _mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
+                                             &ctx->Meta->Blit.VBO,
+                                             2);
+         }
+
+         _mesa_GenSamplers(1, &sampler);
+         _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
+
+         /*
+         printf("Blit from texture!\n");
+         printf("  srcAtt %p  dstAtt %p\n", readAtt, drawAtt);
+         printf("  srcTex %p  dstText %p\n", texObj, drawAtt->Texture);
+         */
+
+         /* Prepare src texture state */
+         _mesa_BindTexture(target, texObj->Name);
+         _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
+         _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, 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);
+
+	 /* Always do our blits with no sRGB decode or encode.  Note that
+          * GL_FRAMEBUFFER_SRGB has already been disabled by
+          * _mesa_meta_begin().
+          */
+	 if (ctx->Extensions.EXT_texture_sRGB_decode) {
+	    _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
+				GL_SKIP_DECODE_EXT);
+	 }
+
+         if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
+            _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(ctx, 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);
+               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[1].tex[0] = s1;
+            verts[1].tex[1] = t0;
+            verts[2].tex[0] = s1;
+            verts[2].tex[1] = t1;
+            verts[3].tex[0] = s0;
+            verts[3].tex[1] = t1;
+
+            _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+         }
+
+         /* setup viewport */
+         _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
+         _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+         _mesa_DepthMask(GL_FALSE);
+         _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+         /* 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, baseLevelSave);
+            _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
+         }
+
+         _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+         _mesa_DeleteSamplers(1, &sampler);
+
+         /* Done with color buffer */
+         mask &= ~GL_COLOR_BUFFER_BIT;
+      }
+   }
+
+   return mask;
+}
+
+/**
+ * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
+ * of texture mapping and polygon rendering.
+ */
+void
+_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
+                           GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
+                           GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+                           GLbitfield mask, GLenum filter)
+{
+   struct blit_state *blit = &ctx->Meta->Blit;
+   struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
+   struct temp_texture *depthTex = _mesa_meta_get_temp_depth_texture(ctx);
+   const GLsizei maxTexSize = tex->MaxSize;
+   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 &&
+                                      (ctx->API != API_OPENGLES);
+
+   /* In addition to falling back if the blit size is larger than the maximum
+    * texture size, fallback if the source is multisampled.  This fallback can
+    * be removed once Mesa gets support ARB_texture_multisample.
+    */
+   if (srcW > maxTexSize || srcH > maxTexSize
+       || ctx->ReadBuffer->Visual.samples > 0) {
+      /* XXX avoid this fallback */
+      _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
+                              dstX0, dstY0, dstX1, dstY1, mask, filter);
+      return;
+   }
+
+   /* only scissor effects blit so save/clear all other relevant state */
+   _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
+
+   /* Try faster, direct texture approach first */
+   mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
+                                  dstX0, dstY0, dstX1, dstY1, mask, filter,
+                                  dstFlipX, dstFlipY, use_glsl_version);
+   if (mask == 0x0) {
+      _mesa_meta_end(ctx);
+      return;
+   }
+
+   /* Choose between glsl version and fixed function version of
+    * BlitFramebuffer function.
+    */
+   if (use_glsl_version) {
+      setup_glsl_blit_framebuffer(ctx, blit, tex->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;
+
+   }
+
+   /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
+    * tokens.
+    */
+   if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
+      _mesa_set_enable(ctx, tex->Target, GL_TRUE);
+
+   if (mask & GL_COLOR_BUFFER_BIT) {
+      const struct gl_framebuffer *readFb = ctx->ReadBuffer;
+      const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer;
+      const GLenum rb_base_format =
+         _mesa_base_tex_format(ctx, colorReadRb->InternalFormat);
+
+      /* Using  the exact source rectangle to create the texture does incorrect
+       * linear filtering along the edges. So, allocate the texture extended along
+       * edges by one pixel in x, y directions.
+       */
+      _mesa_meta_setup_copypix_texture(ctx, tex,
+                                       srcX - 1, srcY - 1, srcW + 2, srcH + 2,
+                                       rb_base_format, filter);
+      /* texcoords (after texture allocation!) */
+      {
+         verts[0].tex[0] = 1.0F;
+         verts[0].tex[1] = 1.0F;
+         verts[1].tex[0] = tex->Sright - 1.0F;
+         verts[1].tex[1] = 1.0F;
+         verts[2].tex[0] = tex->Sright - 1.0F;
+         verts[2].tex[1] = tex->Ttop - 1.0F;
+         verts[3].tex[0] = 1.0F;
+         verts[3].tex[1] = tex->Ttop - 1.0F;
+
+         /* upload new vertex data */
+         _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+      }
+
+      _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
+      _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+      _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
+      _mesa_DepthMask(GL_FALSE);
+      _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+      mask &= ~GL_COLOR_BUFFER_BIT;
+   }
+
+   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 (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
+      _mesa_set_enable(ctx, tex->Target, GL_FALSE);
+
+   _mesa_meta_end(ctx);
+
+   if (mask) {
+      _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
+                              dstX0, dstY0, dstX1, dstY1, mask, filter);
+   }
+}
+
+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;
+   }
+   if (blit->DepthFP) {
+      _mesa_DeleteProgramsARB(1, &blit->DepthFP);
+      blit->DepthFP = 0;
+   }
+
+   _mesa_meta_blit_shader_table_cleanup(&blit->shaders);
+
+   _mesa_DeleteTextures(1, &blit->depthTex.TexObj);
+   blit->depthTex.TexObj = 0;
+}




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