[Mesa-dev] [PATCH V3 3/6] meta: Add functionality to do _mesa_meta_BlitFrameBuffer() using glsl

Ian Romanick idr at freedesktop.org
Fri Jan 4 14:26:10 PST 2013


On 01/01/2013 11:04 PM, Anuj Phogat wrote:
> This patch rewrites _mesa_meta_BlitFrameBuffer() function to add support
> for blitting with GLSL/GLSL ES shaders. These changes were required to
> support glBlitFrameBuffer() in gles3. This patch, along with other patches
> in this series, make 16 failing framebuffer_blit test cases in gles3
> conformance pass.
>
> v2: Properly handle flipped blits for source and destination
>      renderbuffer / textures. Add support for GL_TEXTURE_RECTANGLE
>      in _mesa_meta_BlitFrameBuffer. Create a temp depth texture to
>      support depth buffer blitting.
> V3: Remove unsupported / redundant shader code. Add an assertion to
>      make sure that we don't use rectangle texture in ES. Put API
>      guard on glTexEnvi().
>
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>

Other than the one important change and the one nit below,

Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>

> ---
>   src/mesa/drivers/common/meta.c |  445 +++++++++++++++++++++++++++++++---------
>   1 files changed, 347 insertions(+), 98 deletions(-)
>
> diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
> index ac036ea..27edc65 100644
> --- a/src/mesa/drivers/common/meta.c
> +++ b/src/mesa/drivers/common/meta.c
> @@ -222,6 +222,9 @@ struct blit_state
>      GLuint ArrayObj;
>      GLuint VBO;
>      GLuint DepthFP;
> +   GLuint ShaderProg;
> +   GLuint RectShaderProg;
> +   struct temp_texture depthTex;
>   };
>
>
> @@ -1145,7 +1148,7 @@ 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;
> @@ -1206,6 +1209,21 @@ get_bitmap_temp_texture(struct gl_context *ctx)
>      return tex;
>   }
>
> +/**
> + * Return pointer to depth temp_texture.
> + * This does some one-time init if needed.
> + */
> +static struct temp_texture *
> +get_temp_depth_texture(struct gl_context *ctx)
> +{
> +   struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
> +
> +   if (!tex->TexObj) {
> +      init_temp_texture(ctx, tex);
> +   }
> +
> +   return tex;
> +}
>
>   /**
>    * Compute the width/height of texture needed to draw an image of the
> @@ -1389,6 +1407,158 @@ init_blit_depth_pixels(struct gl_context *ctx)
>                             strlen(program2), (const GLubyte *) program2);
>   }
>
> +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,
> +                            GLenum target)
> +{
> +   struct vertex {
> +      GLfloat x, y, s, t;
> +   };
> +   struct vertex verts[4];
> +   const char *vs_source;
> +   char *fs_source;
> +   GLuint vs, fs;
> +   void *mem_ctx;
> +   GLuint ShaderProg;
> +   GLboolean texture_2d = (target == GL_TEXTURE_2D);
> +
> +   /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
> +   assert(_mesa_is_desktop_gl(ctx) || texture_2d);
> +
> +   /* 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 relevant fragment shader program for the texture target */
> +   if ((target == GL_TEXTURE_2D && blit->ShaderProg != 0) ||
> +       (target == GL_TEXTURE_RECTANGLE && blit->RectShaderProg != 0)) {
> +      return;
> +   }
> +
> +   mem_ctx = ralloc_context(NULL);
> +
> +   if (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,
> +                                  "uniform %s texSampler;\n"
> +                                  "varying vec2 texCoords;\n"
> +                                  "void main()\n"
> +                                  "{\n"
> +                                  "   gl_FragColor = %s(texSampler, texCoords);\n"
> +                                  "   gl_FragDepth = gl_FragColor.r;\n"
> +                                  "}\n",
> +                                  texture_2d ? "sampler2D" : "sampler2DRect",
> +                                  texture_2d ? "texture2D" : "texture2DRect");
> +   }
> +   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 %s texSampler;\n"
> +                                  "in vec2 texCoords;\n"
> +                                  "out vec4 out_color;\n"
> +                                  "\n"
> +                                  "void main()\n"
> +                                  "{\n"
> +                                  "   out_color = %s(texSampler, texCoords);\n"
> +                                  "   gl_FragDepth = out_color.r;\n"
> +                                  "}\n",
> +                                  _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
> +                                  texture_2d ? "sampler2D" : "sampler2DRect",
> +                                  texture_2d ? "texture" : "texture2DRect");
> +   }
> +
> +   vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
> +   fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
> +
> +   ShaderProg = _mesa_CreateProgramObjectARB();
> +   _mesa_AttachShader(ShaderProg, fs);
> +   _mesa_DeleteObjectARB(fs);
> +   _mesa_AttachShader(ShaderProg, vs);
> +   _mesa_DeleteObjectARB(vs);
> +   _mesa_BindAttribLocation(ShaderProg, 0, "position");
> +   _mesa_BindAttribLocation(ShaderProg, 1, "texcoords");
> +   _mesa_EnableVertexAttribArray(0);
> +   _mesa_EnableVertexAttribArray(1);
> +   link_program_with_debug(ctx, ShaderProg);
> +   ralloc_free(mem_ctx);
> +   if (texture_2d)
> +      blit->ShaderProg = ShaderProg;
> +   else
> +      blit->RectShaderProg = ShaderProg;
> +}
>
>   /**
>    * Try to do a glBlitFramebuffer using no-copy texturing.
> @@ -1402,17 +1572,22 @@ 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)
> +                        GLbitfield mask, GLenum filter, GLint flipX,
> +                        GLint flipY, GLboolean glsl_version)
>   {
>      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];
>
>         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;
> @@ -1422,12 +1597,20 @@ 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)
> +               continue;
> +            drawAtt = &drawFb->Attachment[idx];
> +
> +            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) {
> @@ -1435,6 +1618,23 @@ blitframebuffer_texture(struct gl_context *ctx,
>               return mask;
>            }
>
> +         /* Choose between glsl version and fixed function version of
> +          * BlitFramebuffer function.
> +          */
> +         if (glsl_version) {
> +            setup_glsl_blit_framebuffer(ctx, blit, target);
> +            if (target == GL_TEXTURE_2D)
> +               _mesa_UseProgram(blit->ShaderProg);
> +            else
> +               _mesa_UseProgram(blit->RectShaderProg);
> +         }
> +         else {
> +            setup_ff_blit_framebuffer(ctx, &ctx->Meta->Blit);
> +         }
> +
> +         _mesa_BindVertexArray(blit->ArrayObj);
> +         _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
> +
>            _mesa_GenSamplers(1, &sampler);
>            _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
>
> @@ -1464,8 +1664,10 @@ blitframebuffer_texture(struct gl_context *ctx,
>   				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) {

             if (ctx->API == API_OPENGL_COMPAT || ctx->API == 
API_OPENGLES) {

because there's no glTexEnvi in core profile. :)

> +            _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) */
>            {
> @@ -1491,14 +1693,15 @@ 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 * 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].s = s0;
>               verts[0].t = t0;
> @@ -1512,6 +1715,10 @@ blitframebuffer_texture(struct gl_context *ctx,
>               _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
>            }
>
> +         /* setup viewport */
> +         _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);
>
>            /* Restore texture object state, the texture binding will
> @@ -1533,7 +1740,6 @@ blitframebuffer_texture(struct gl_context *ctx,
>      return mask;
>   }
>
> -
>   /**
>    * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
>    * of texture mapping and polygon rendering.

Spurious whitespace change.

> @@ -1546,18 +1752,31 @@ _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 *depthTex = 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 GLboolean srcFlipX = srcX1 < srcX0;
> -   const GLboolean srcFlipY = 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 {
>         GLfloat x, y, s, t;
>      };
>      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
> @@ -1571,126 +1790,148 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
>         return;
>      }
>
> -   if (srcFlipX) {
> -      GLint tmp = dstX0;
> -      dstX0 = dstX1;
> -      dstX1 = tmp;
> -   }
> -
> -   if (srcFlipY) {
> -      GLint tmp = dstY0;
> -      dstY0 = dstY1;
> -      dstY1 = tmp;
> -   }
> -
>      /* 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);
> -   }
> -   else {
> -      _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);
> +                                  dstX0, dstY0, dstX1, dstY1, mask, filter,
> +                                  dstFlipX, dstFlipY, use_glsl_version);
>      if (mask == 0x0) {
>         _mesa_meta_end(ctx);
>         return;
>      }
>
> -   /* Continue with "normal" approach which involves copying the src rect
> -    * into a temporary texture and is "blitted" by drawing a textured quad.
> +   /* Choose between glsl version and fixed function version of
> +    * BlitFramebuffer function.
>       */
> +   if (use_glsl_version) {
> +      setup_glsl_blit_framebuffer(ctx, blit, tex->Target);
> +      if (tex->Target == GL_TEXTURE_2D)
> +         _mesa_UseProgram(blit->ShaderProg);
> +      else
> +         _mesa_UseProgram(blit->RectShaderProg);
> +   }
> +   else {
> +      setup_ff_blit_framebuffer(ctx, blit);
> +   }
>
> -   newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
> +   _mesa_BindVertexArray(blit->ArrayObj);
> +   _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
>
> -   /* vertex positions/texcoords (after texture allocation!) */
> +   /* Continue with "normal" approach which involves copying the src rect
> +    * into a temporary texture and is "blitted" by drawing a textured quad.
> +    */
>      {
> -      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;
> -
> -      verts[0].s = 0.0F;
> -      verts[0].t = 0.0F;
> -      verts[1].s = tex->Sright;
> -      verts[1].t = 0.0F;
> -      verts[2].s = tex->Sright;
> -      verts[2].t = tex->Ttop;
> -      verts[3].s = 0.0F;
> -      verts[3].t = tex->Ttop;
> +      /* 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;
>
> -      /* upload new vertex data */
> -      _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) {
> +      newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
> +      setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
> +                         GL_RGBA, filter);
> +      /* texcoords (after texture allocation!) */
> +      {
> +         verts[0].s = 0.0F;
> +         verts[0].t = 0.0F;
> +         verts[1].s = tex->Sright;
> +         verts[1].t = 0.0F;
> +         verts[2].s = tex->Sright;
> +         verts[2].t = tex->Ttop;
> +         verts[3].s = 0.0F;
> +         verts[3].t = tex->Ttop;
> +
> +         /* upload new vertex data */
> +         _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
> +      }
> +
>         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_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) {
>         GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
> -      if (tmp) {
> +
> +      /* maybe change tex format here */
> +      newTex = alloc_texture(depthTex, srcW, srcH, GL_DEPTH_COMPONENT);
> +
> +      /* texcoords (after texture allocation!) */
> +      {
> +         verts[0].s = 0.0F;
> +         verts[0].t = 0.0F;
> +         verts[1].s = depthTex->Sright;
> +         verts[1].t = 0.0F;
> +         verts[2].s = depthTex->Sright;
> +         verts[2].t = depthTex->Ttop;
> +         verts[3].s = 0.0F;
> +         verts[3].t = depthTex->Ttop;
> +
> +         /* upload new vertex data */
> +         _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
> +      }
> +
> +      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);
>
> -         setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
> +         setup_drawpix_texture(ctx, depthTex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
>                                  GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
>
>            _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(depthTex, newTex, srcX, srcY, srcW, srcH,
> +                               GL_DEPTH_COMPONENT, filter);
> +      }
>
> -         _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, dstX, dstY, 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 +1954,14 @@ 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;
> +   _mesa_DeleteObjectARB(blit->RectShaderProg);
> +   blit->RectShaderProg = 0;
> +
> +   _mesa_DeleteTextures(1, &blit->depthTex.TexObj);
> +   blit->depthTex.TexObj = 0;
>   }
>
>
>



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