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.pho...@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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev