[Mesa-dev] [PATCH 3/6] meta: Add functionality to do _mesa_meta_BlitFrameBuffer() using glsl
Anuj Phogat
anuj.phogat at gmail.com
Wed Dec 12 15:25:48 PST 2012
This is required by glBlitFrameBuffer() in gles3. This patch, along with
other patches in this series, make failing framebuffer_blit test cases in
gles3 conformancen pass.
Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
src/mesa/drivers/common/meta.c | 313 +++++++++++++++++++++++++++++++---------
1 files changed, 248 insertions(+), 65 deletions(-)
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index f95d207..c792b44 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -222,6 +222,7 @@ struct blit_state
GLuint ArrayObj;
GLuint VBO;
GLuint DepthFP;
+ GLuint ShaderProg;
};
@@ -1145,7 +1146,7 @@ static void
init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
{
/* prefer texture rectangle */
- if (ctx->Extensions.NV_texture_rectangle) {
+ if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
tex->Target = GL_TEXTURE_RECTANGLE;
tex->MaxSize = ctx->Const.MaxTextureRectSize;
tex->NPOT = GL_TRUE;
@@ -1404,11 +1405,13 @@ blitframebuffer_texture(struct gl_context *ctx,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
+ const GLint dstW = abs(dstX1 - dstX0);
+ const GLint dstH = abs(dstY1 - dstY0);
+
if (mask & GL_COLOR_BUFFER_BIT) {
const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
const struct gl_framebuffer *readFb = ctx->ReadBuffer;
- const struct gl_renderbuffer_attachment *drawAtt =
- &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
+ const struct gl_renderbuffer_attachment *drawAtt;
const struct gl_renderbuffer_attachment *readAtt =
&readFb->Attachment[readFb->_ColorReadBufferIndex];
@@ -1422,12 +1425,23 @@ blitframebuffer_texture(struct gl_context *ctx,
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
- if (drawAtt->Texture == readAtt->Texture) {
- /* Can't use same texture as both the source and dest. We need
- * to handle overlapping blits and besides, some hw may not
- * support this.
- */
- return mask;
+ /* Iterate through all draw buffers */
+ for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
+ int idx = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
+ if (idx != -1) {
+ drawAtt = &drawFb->Attachment[idx];
+ }
+ else {
+ continue;
+ }
+
+ if (drawAtt->Texture == readAtt->Texture) {
+ /* Can't use same texture as both the source and dest. We need
+ * to handle overlapping blits and besides, some hw may not
+ * support this.
+ */
+ return mask;
+ }
}
if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
@@ -1455,17 +1469,18 @@ blitframebuffer_texture(struct gl_context *ctx,
_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
+ /* 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->Extensions.EXT_texture_sRGB_decode) {
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
+ GL_SKIP_DECODE_EXT);
+ }
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- _mesa_set_enable(ctx, target, GL_TRUE);
+ if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
+ _mesa_set_enable(ctx, target, GL_TRUE);
/* Prepare vertex data (the VBO was previously created and bound) */
{
@@ -1491,14 +1506,15 @@ blitframebuffer_texture(struct gl_context *ctx,
t1 = srcY1;
}
- verts[0].x = (GLfloat) dstX0;
- verts[0].y = (GLfloat) dstY0;
- verts[1].x = (GLfloat) dstX1;
- verts[1].y = (GLfloat) dstY0;
- verts[2].x = (GLfloat) dstX1;
- verts[2].y = (GLfloat) dstY1;
- verts[3].x = (GLfloat) dstX0;
- verts[3].y = (GLfloat) dstY1;
+ /* setup vertex positions */
+ verts[0].x = -1.0F;
+ verts[0].y = -1.0F;
+ verts[1].x = 1.0F;
+ verts[1].y = -1.0F;
+ verts[2].x = 1.0F;
+ verts[2].y = 1.0F;
+ verts[3].x = -1.0F;
+ verts[3].y = 1.0F;
verts[0].s = s0;
verts[0].t = t0;
@@ -1512,6 +1528,10 @@ blitframebuffer_texture(struct gl_context *ctx,
_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
+ /* setup viewport */
+ _mesa_set_viewport(ctx, dstX0, dstY0, 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
@@ -1533,6 +1553,145 @@ blitframebuffer_texture(struct gl_context *ctx,
return mask;
}
+static void
+setup_ff_blit_framebuffer(struct gl_context *ctx,
+ struct blit_state *blit)
+{
+ struct vertex {
+ GLfloat x, y, s, t;
+ };
+ struct vertex verts[4];
+
+ if (blit->ArrayObj == 0) {
+ /* one-time setup */
+
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &blit->ArrayObj);
+ _mesa_BindVertexArray(blit->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffers(1, &blit->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
+
+ /* setup vertex arrays */
+ _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
+ _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+
+ /* setup projection matrix */
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_LoadIdentity();
+ _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
+
+}
+
+static void
+setup_glsl_blit_framebuffer(struct gl_context *ctx,
+ struct blit_state *blit)
+{
+ struct vertex {
+ GLfloat x, y, s, t;
+ };
+ struct vertex verts[4];
+ const char *vs_source;
+ char *fs_source;
+ GLuint vs, fs;
+ void *mem_ctx;
+
+ /* Check if already initialized */
+ if (blit->ArrayObj == 0) {
+
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &blit->ArrayObj);
+ _mesa_BindVertexArray(blit->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffers(1, &blit->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
+
+ /* setup vertex arrays */
+ _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(x));
+ _mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(s));
+ }
+
+ /* Generate a fragment shader program appropriate for the texture target */
+ if (blit->ShaderProg != 0) {
+ return;
+ }
+
+ mem_ctx = ralloc_context(NULL);
+
+ if ((ctx->API == API_OPENGLES2 && ctx->Version < 30) ||
+ ctx->Const.GLSLVersion < 130) {
+ vs_source =
+ "attribute vec2 position;\n"
+ "attribute vec2 textureCoords;\n"
+ "varying vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n";
+
+ fs_source = ralloc_asprintf(mem_ctx,
+ "#extension GL_EXT_texture_array : enable\n"
+ "uniform sampler2D texSampler;\n"
+ "varying vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture2D(texSampler, texCoords);\n"
+ " gl_FragDepth = gl_FragColor.r;\n"
+ "}\n");
+ }
+ else {
+ vs_source = ralloc_asprintf(mem_ctx,
+ "#version %s\n"
+ "in vec2 position;\n"
+ "in vec2 textureCoords;\n"
+ "out vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+ fs_source = ralloc_asprintf(mem_ctx,
+ "#version %s\n"
+ "uniform sampler2D texSampler;\n"
+ "in vec2 texCoords;\n"
+ "out vec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = texture(texSampler, texCoords);\n"
+ " gl_FragDepth = out_color.r;\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+ }
+
+ vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
+ fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
+
+ blit->ShaderProg = _mesa_CreateProgramObjectARB();
+ _mesa_AttachShader(blit->ShaderProg, fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(blit->ShaderProg, vs);
+ _mesa_DeleteObjectARB(vs);
+ _mesa_BindAttribLocation(blit->ShaderProg, 0, "position");
+ _mesa_BindAttribLocation(blit->ShaderProg, 1, "texcoords");
+ _mesa_EnableVertexAttribArray(0);
+ _mesa_EnableVertexAttribArray(1);
+ link_program_with_debug(ctx, blit->ShaderProg);
+ ralloc_free(mem_ctx);
+}
/**
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
@@ -1546,11 +1705,16 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
{
struct blit_state *blit = &ctx->Meta->Blit;
struct temp_texture *tex = get_temp_texture(ctx);
+ struct temp_texture *texDepth = get_temp_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 GLboolean srcFlipX = srcX1 < srcX0;
const GLboolean srcFlipY = srcY1 < srcY0;
struct vertex {
@@ -1558,6 +1722,9 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
};
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
@@ -1586,30 +1753,20 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
/* only scissor effects blit so save/clear all other relevant state */
_mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
- if (blit->ArrayObj == 0) {
- /* one-time setup */
-
- /* create vertex array object */
- _mesa_GenVertexArrays(1, &blit->ArrayObj);
- _mesa_BindVertexArray(blit->ArrayObj);
-
- /* create vertex array buffer */
- _mesa_GenBuffers(1, &blit->VBO);
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
- _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
- NULL, GL_DYNAMIC_DRAW_ARB);
-
- /* setup vertex arrays */
- _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
- _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ /* Choose between glsl version and fixed function version of
+ * GenerateMipmap function.
+ */
+ if (use_glsl_version) {
+ setup_glsl_blit_framebuffer(ctx, blit);
+ _mesa_UseProgram(blit->ShaderProg);
}
else {
- _mesa_BindVertexArray(blit->ArrayObj);
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
+ setup_ff_blit_framebuffer(ctx, blit);
}
+ _mesa_BindVertexArray(blit->ArrayObj);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
+
/* Try faster, direct texture approach first */
mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1, mask, filter);
@@ -1626,14 +1783,15 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
/* vertex positions/texcoords (after texture allocation!) */
{
- verts[0].x = (GLfloat) dstX0;
- verts[0].y = (GLfloat) dstY0;
- verts[1].x = (GLfloat) dstX1;
- verts[1].y = (GLfloat) dstY0;
- verts[2].x = (GLfloat) dstX1;
- verts[2].y = (GLfloat) dstY1;
- verts[3].x = (GLfloat) dstX0;
- verts[3].y = (GLfloat) dstY1;
+ /* setup vertex positions */
+ verts[0].x = -1.0F;
+ verts[0].y = -1.0F;
+ verts[1].x = 1.0F;
+ verts[1].y = -1.0F;
+ verts[2].x = 1.0F;
+ verts[2].y = 1.0F;
+ verts[3].x = -1.0F;
+ verts[3].y = 1.0F;
verts[0].s = 0.0F;
verts[0].t = 0.0F;
@@ -1648,24 +1806,37 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
- _mesa_set_enable(ctx, tex->Target, GL_TRUE);
+ /* 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) {
setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
GL_RGBA, filter);
+ _mesa_set_viewport(ctx, 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);
mask &= ~GL_COLOR_BUFFER_BIT;
}
if (mask & GL_DEPTH_BUFFER_BIT) {
+
GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
- if (tmp) {
+
+ /* maybe change tex format here */
+ newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
+
+ if (_mesa_is_desktop_gl(ctx) &&
+ ctx->Extensions.ARB_depth_texture &&
+ ctx->Extensions.ARB_fragment_program &&
+ tmp) {
+
if (!blit->DepthFP)
init_blit_depth_pixels(ctx);
- /* maybe change tex format here */
- newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
-
_mesa_ReadPixels(srcX, srcY, srcW, srcH,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
@@ -1674,23 +1845,32 @@ _mesa_meta_BlitFramebuffer(struct gl_context *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);
+ }
+ else {
+ setup_copypix_texture(texDepth, newTex, srcX, srcY, srcW, srcH,
+ GL_DEPTH_COMPONENT, filter);
+ _mesa_UseProgram(blit->ShaderProg);
+ }
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- mask &= ~GL_DEPTH_BUFFER_BIT;
+ _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);
- free(tmp);
- }
+ _mesa_set_viewport(ctx, dstX0, dstY0, dstW, dstH);
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ free(tmp);
+ mask &= ~GL_DEPTH_BUFFER_BIT;
}
if (mask & GL_STENCIL_BUFFER_BIT) {
/* XXX can't easily do stencil */
}
- _mesa_set_enable(ctx, tex->Target, GL_FALSE);
+ if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
+ _mesa_set_enable(ctx, tex->Target, GL_FALSE);
_mesa_meta_end(ctx);
@@ -1713,6 +1893,9 @@ meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
_mesa_DeleteProgramsARB(1, &blit->DepthFP);
blit->DepthFP = 0;
}
+
+ _mesa_DeleteObjectARB(blit->ShaderProg);
+ blit->ShaderProg = 0;
}
--
1.7.7.6
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