[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



More information about the mesa-dev mailing list