1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25#include "main/glheader.h"
26#include "main/mtypes.h"
27#include "main/imports.h"
28#include "main/arbprogram.h"
29#include "main/arrayobj.h"
30#include "main/blend.h"
31#include "main/condrender.h"
32#include "main/depth.h"
33#include "main/enable.h"
34#include "main/enums.h"
35#include "main/fbobject.h"
36#include "main/image.h"
37#include "main/macros.h"
38#include "main/matrix.h"
39#include "main/multisample.h"
40#include "main/objectlabel.h"
41#include "main/readpix.h"
42#include "main/scissor.h"
43#include "main/shaderapi.h"
44#include "main/texobj.h"
45#include "main/texenv.h"
46#include "main/teximage.h"
47#include "main/texparam.h"
48#include "main/uniforms.h"
49#include "main/varray.h"
50#include "main/viewport.h"
51#include "swrast/swrast.h"
52#include "drivers/common/meta.h"
53#include "util/ralloc.h"
54
55/** Return offset in bytes of the field within a vertex struct */
56#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
57
58static void
59setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
60                                   struct blit_state *blit,
61                                   struct gl_renderbuffer *src_rb,
62                                   GLenum target)
63{
64   GLint loc_src_width, loc_src_height;
65   int i, samples;
66   int shader_offset = 0;
67   void *mem_ctx = ralloc_context(NULL);
68   char *fs_source;
69   char *name, *sample_number;
70   const uint8_t *sample_map;
71   char *sample_map_str = rzalloc_size(mem_ctx, 1);
72   char *sample_map_expr = rzalloc_size(mem_ctx, 1);
73   char *texel_fetch_macro = rzalloc_size(mem_ctx, 1);
74   const char *sampler_array_suffix = "";
75   float x_scale, y_scale;
76   enum blit_msaa_shader shader_index;
77
78   assert(src_rb);
79   samples = MAX2(src_rb->NumSamples, 1);
80
81   if (samples == 16)
82      x_scale = 4.0;
83   else
84      x_scale = 2.0;
85   y_scale = samples / x_scale;
86
87   /* We expect only power of 2 samples in source multisample buffer. */
88   assert(samples > 0 && _mesa_is_pow_two(samples));
89   while (samples >> (shader_offset + 1)) {
90      shader_offset++;
91   }
92   /* Update the assert if we plan to support more than 16X MSAA. */
93   assert(shader_offset > 0 && shader_offset <= 4);
94
95   assert(target == GL_TEXTURE_2D_MULTISAMPLE ||
96          target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
97
98   shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE +
99                  shader_offset - 1;
100
101   if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
102      shader_index += BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE -
103                      BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE;
104      sampler_array_suffix = "Array";
105   }
106
107   if (blit->msaa_shaders[shader_index]) {
108      _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
109      /* Update the uniform values. */
110      loc_src_width =
111         _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
112      loc_src_height =
113         _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
114      _mesa_Uniform1f(loc_src_width, src_rb->Width);
115      _mesa_Uniform1f(loc_src_height, src_rb->Height);
116      return;
117   }
118
119   name = ralloc_asprintf(mem_ctx, "vec4 MSAA scaled resolve");
120
121   /* Below switch is used to setup the shader expression, which computes
122    * sample index and map it to to a sample number on hardware.
123    */
124   switch(samples) {
125   case 2:
126      sample_number =  "sample_map[int(2 * fract(coord.x))]";
127      sample_map = ctx->Const.SampleMap2x;
128      break;
129   case 4:
130      sample_number =  "sample_map[int(2 * fract(coord.x) + 4 * fract(coord.y))]";
131      sample_map = ctx->Const.SampleMap4x;
132      break;
133   case 8:
134      sample_number =  "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
135      sample_map = ctx->Const.SampleMap8x;
136      break;
137   case 16:
138      sample_number =  "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]";
139      sample_map = ctx->Const.SampleMap16x;
140      break;
141   default:
142      sample_number = NULL;
143      sample_map = NULL;
144      _mesa_problem(ctx, "Unsupported sample count %d\n", samples);
145      unreachable("Unsupported sample count");
146   }
147
148   /* Create sample map string. */
149   for (i = 0 ; i < samples - 1; i++) {
150      ralloc_asprintf_append(&sample_map_str, "%d, ", sample_map[i]);
151   }
152   ralloc_asprintf_append(&sample_map_str, "%d", sample_map[samples - 1]);
153
154   /* Create sample map expression using above string. */
155   ralloc_asprintf_append(&sample_map_expr,
156                          "   const int sample_map[%d] = int[%d](%s);\n",
157                          samples, samples, sample_map_str);
158
159   if (target == GL_TEXTURE_2D_MULTISAMPLE) {
160      ralloc_asprintf_append(&texel_fetch_macro,
161                             "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec2(coord), %s);\n",
162                             sample_number);
163   } else {
164      ralloc_asprintf_append(&texel_fetch_macro,
165                             "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec3(coord, layer), %s);\n",
166                             sample_number);
167   }
168
169   static const char vs_source[] =
170                               "#version 130\n"
171                               "#extension GL_ARB_explicit_attrib_location: enable\n"
172                               "layout(location = 0) in vec2 position;\n"
173                               "layout(location = 1) in vec3 textureCoords;\n"
174                               "out vec2 texCoords;\n"
175                               "flat out int layer;\n"
176                               "void main()\n"
177                               "{\n"
178                               "   texCoords = textureCoords.xy;\n"
179                               "   layer = int(textureCoords.z);\n"
180                               "   gl_Position = vec4(position, 0.0, 1.0);\n"
181                               "}\n"
182      ;
183
184   fs_source = ralloc_asprintf(mem_ctx,
185                               "#version 130\n"
186                               "#extension GL_ARB_texture_multisample : enable\n"
187                               "uniform sampler2DMS%s texSampler;\n"
188                               "uniform float src_width, src_height;\n"
189                               "in vec2 texCoords;\n"
190                               "flat in int layer;\n"
191                               "out vec4 out_color;\n"
192                               "\n"
193                               "void main()\n"
194                               "{\n"
195                               "%s"
196                               "   vec2 interp;\n"
197                               "   const vec2 scale = vec2(%ff, %ff);\n"
198                               "   const vec2 scale_inv = vec2(%ff, %ff);\n"
199                               "   const vec2 s_0_offset = vec2(%ff, %ff);\n"
200                               "   vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n"
201                               "   vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n"
202                               "   vec4 x_0_color, x_1_color;\n"
203                               "   vec2 tex_coord = texCoords - s_0_offset;\n"
204                               "\n"
205                               "   tex_coord *= scale;\n"
206                               "   tex_coord.x = clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
207                               "   tex_coord.y = clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n"
208                               "   interp = fract(tex_coord);\n"
209                               "   tex_coord = ivec2(tex_coord) * scale_inv;\n"
210                               "\n"
211                               "   /* Compute the sample coordinates used for filtering. */\n"
212                               "   s_0_coord = tex_coord;\n"
213                               "   s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n"
214                               "   s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n"
215                               "   s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n"
216                               "\n"
217                               "   /* Fetch sample color values. */\n"
218                               "%s"
219                               "   s_0_color = TEXEL_FETCH(s_0_coord)\n"
220                               "   s_1_color = TEXEL_FETCH(s_1_coord)\n"
221                               "   s_2_color = TEXEL_FETCH(s_2_coord)\n"
222                               "   s_3_color = TEXEL_FETCH(s_3_coord)\n"
223                               "#undef TEXEL_FETCH\n"
224                               "\n"
225                               "   /* Do bilinear filtering on sample colors. */\n"
226                               "   x_0_color = mix(s_0_color, s_1_color, interp.x);\n"
227                               "   x_1_color = mix(s_2_color, s_3_color, interp.x);\n"
228                               "   out_color = mix(x_0_color, x_1_color, interp.y);\n"
229                               "}\n",
230                               sampler_array_suffix,
231                               sample_map_expr,
232                               x_scale, y_scale,
233                               1.0f / x_scale, 1.0f / y_scale,
234                               0.5f / x_scale, 0.5f / y_scale,
235                               texel_fetch_macro);
236
237   _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
238                                       &blit->msaa_shaders[shader_index]);
239   loc_src_width =
240      _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
241   loc_src_height =
242      _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
243   _mesa_Uniform1f(loc_src_width, src_rb->Width);
244   _mesa_Uniform1f(loc_src_height, src_rb->Height);
245
246   ralloc_free(mem_ctx);
247}
248
249static void
250setup_glsl_msaa_blit_shader(struct gl_context *ctx,
251                            struct blit_state *blit,
252                            const struct gl_framebuffer *drawFb,
253                            struct gl_renderbuffer *src_rb,
254                            GLenum target)
255{
256   const char *vs_source;
257   char *fs_source;
258   void *mem_ctx;
259   enum blit_msaa_shader shader_index;
260   bool dst_is_msaa = false;
261   GLenum src_datatype;
262   const char *vec4_prefix;
263   const char *sampler_array_suffix = "";
264   char *name;
265   const char *texcoord_type = "vec2";
266   int samples;
267   int shader_offset = 0;
268
269   if (src_rb) {
270      samples = MAX2(src_rb->NumSamples, 1);
271      src_datatype = _mesa_get_format_datatype(src_rb->Format);
272   } else {
273      /* depth-or-color glCopyTexImage fallback path that passes a NULL rb and
274       * doesn't handle integer.
275       */
276      samples = 1;
277      src_datatype = GL_UNSIGNED_NORMALIZED;
278   }
279
280   /* We expect only power of 2 samples in source multisample buffer. */
281   assert(samples > 0 && _mesa_is_pow_two(samples));
282   while (samples >> (shader_offset + 1)) {
283      shader_offset++;
284   }
285   /* Update the assert if we plan to support more than 16X MSAA. */
286   assert(shader_offset >= 0 && shader_offset <= 4);
287
288   if (drawFb->Visual.samples > 1) {
289      /* If you're calling meta_BlitFramebuffer with the destination
290       * multisampled, this is the only path that will work -- swrast and
291       * CopyTexImage won't work on it either.
292       */
293      assert(ctx->Extensions.ARB_sample_shading);
294
295      dst_is_msaa = true;
296
297      /* We need shader invocation per sample, not per pixel */
298      _mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE);
299      _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE);
300      _mesa_MinSampleShading(1.0);
301   }
302
303   switch (target) {
304   case GL_TEXTURE_2D_MULTISAMPLE:
305   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
306      if (src_rb && (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
307          src_rb->_BaseFormat == GL_DEPTH_STENCIL)) {
308         if (dst_is_msaa)
309            shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
310         else
311            shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
312      } else {
313         if (dst_is_msaa)
314            shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
315         else {
316            shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
317                           shader_offset;
318         }
319      }
320
321      if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
322         shader_index += (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
323                          BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
324         sampler_array_suffix = "Array";
325         texcoord_type = "vec3";
326      }
327      break;
328   default:
329      _mesa_problem(ctx, "Unknown texture target %s\n",
330                    _mesa_enum_to_string(target));
331      shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
332   }
333
334   /* We rely on the enum being sorted this way. */
335   STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
336                 BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5);
337   STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
338                 BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10);
339   if (src_datatype == GL_INT) {
340      shader_index += 5;
341      vec4_prefix = "i";
342   } else if (src_datatype == GL_UNSIGNED_INT) {
343      shader_index += 10;
344      vec4_prefix = "u";
345   } else {
346      vec4_prefix = "";
347   }
348
349   if (blit->msaa_shaders[shader_index]) {
350      _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
351      return;
352   }
353
354   mem_ctx = ralloc_context(NULL);
355
356   if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
357       shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE ||
358       shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
359       shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
360      char *sample_index;
361      const char *tex_coords = "texCoords";
362
363      if (dst_is_msaa) {
364         sample_index = "gl_SampleID";
365         name = "depth MSAA copy";
366
367         if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
368            /* See comment below for the color copy */
369            tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
370         }
371      } else {
372         /* From the GL 4.3 spec:
373          *
374          *     "If there is a multisample buffer (the value of SAMPLE_BUFFERS
375          *      is one), then values are obtained from the depth samples in
376          *      this buffer. It is recommended that the depth value of the
377          *      centermost sample be used, though implementations may choose
378          *      any function of the depth sample values at each pixel.
379          *
380          * We're slacking and instead of choosing centermost, we've got 0.
381          */
382         sample_index = "0";
383         name = "depth MSAA resolve";
384      }
385
386      vs_source = ralloc_asprintf(mem_ctx,
387                                  "#version 130\n"
388                                  "#extension GL_ARB_explicit_attrib_location: enable\n"
389                                  "layout(location = 0) in vec2 position;\n"
390                                  "layout(location = 1) in %s textureCoords;\n"
391                                  "out %s texCoords;\n"
392                                  "void main()\n"
393                                  "{\n"
394                                  "   texCoords = textureCoords;\n"
395                                  "   gl_Position = vec4(position, 0.0, 1.0);\n"
396                                  "}\n",
397                                  texcoord_type,
398                                  texcoord_type);
399      fs_source = ralloc_asprintf(mem_ctx,
400                                  "#version 130\n"
401                                  "#extension GL_ARB_texture_multisample : enable\n"
402                                  "#extension GL_ARB_sample_shading : enable\n"
403                                  "#extension GL_ARB_gpu_shader5 : enable\n"
404                                  "uniform sampler2DMS%s texSampler;\n"
405                                  "in %s texCoords;\n"
406                                  "out vec4 out_color;\n"
407                                  "\n"
408                                  "void main()\n"
409                                  "{\n"
410                                  "   gl_FragDepth = texelFetch(texSampler, i%s(%s), %s).r;\n"
411                                  "}\n",
412                                  sampler_array_suffix,
413                                  texcoord_type,
414                                  texcoord_type,
415                                  tex_coords,
416                                  sample_index);
417   } else {
418      /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
419       * sample).  Yes, this is ridiculous.
420       */
421      char *sample_resolve;
422      const char *merge_function;
423      name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
424                             vec4_prefix,
425                             dst_is_msaa ? "copy" : "resolve");
426
427      if (dst_is_msaa) {
428         const char *tex_coords;
429
430         if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
431            /* If interpolateAtOffset is available then it will be used to
432             * force the interpolation to the center. This is required at
433             * least on Intel hardware because it is possible to have a sample
434             * position on the 0 x or y axis which means it will lie exactly
435             * on the pixel boundary. If we let the hardware interpolate the
436             * coordinates at one of these positions then it is possible for
437             * it to jump to a neighboring texel when converting to ints due
438             * to rounding errors. This is only done for >= 16x MSAA because
439             * it probably has some overhead. It is more likely that some
440             * hardware will use one of these problematic positions at 16x
441             * MSAA because in that case in D3D they are defined to be at
442             * these positions.
443             */
444            tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
445         } else {
446            tex_coords = "texCoords";
447         }
448
449         sample_resolve =
450            ralloc_asprintf(mem_ctx,
451                            "   out_color = texelFetch(texSampler, "
452                            "i%s(%s), gl_SampleID);",
453                            texcoord_type, tex_coords);
454
455         merge_function = "";
456      } else {
457         int i;
458         int step;
459
460         if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
461            /* From the OpenGL ES 3.2 spec section 16.2.1:
462             *
463             *    "If the source formats are integer types or stencil values,
464             *    a single sample's value is selected for each pixel."
465             *
466             * The OpenGL 4.4 spec contains exactly the same language.
467             *
468             * We can accomplish this by making the merge function return just
469             * one of the two samples.  The compiler should do the rest.
470             */
471            merge_function = "gvec4 merge(gvec4 a, gvec4 b) { return a; }\n";
472         } else {
473            /* The divide will happen at the end for floats. */
474            merge_function =
475               "vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
476         }
477
478         /* We're assuming power of two samples for this resolution procedure.
479          *
480          * To avoid losing any floating point precision if the samples all
481          * happen to have the same value, we merge pairs of values at a time
482          * (so the floating point exponent just gets increased), rather than
483          * doing a naive sum and dividing.
484          */
485         assert(_mesa_is_pow_two(samples));
486         /* Fetch each individual sample. */
487         sample_resolve = rzalloc_size(mem_ctx, 1);
488         for (i = 0; i < samples; i++) {
489            ralloc_asprintf_append(&sample_resolve,
490                                   "   gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n",
491                                   i, texcoord_type, i);
492         }
493         /* Now, merge each pair of samples, then merge each pair of those,
494          * etc.
495          */
496         for (step = 2; step <= samples; step *= 2) {
497            for (i = 0; i < samples; i += step) {
498               ralloc_asprintf_append(&sample_resolve,
499                                      "   gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
500                                      step, i,
501                                      step / 2, i,
502                                      step / 2, i + step / 2);
503            }
504         }
505
506         /* Scale the final result. */
507         if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) {
508            ralloc_asprintf_append(&sample_resolve,
509                                   "   out_color = sample_%d_0;\n",
510                                   samples);
511         } else {
512            ralloc_asprintf_append(&sample_resolve,
513                                   "   gl_FragColor = sample_%d_0 / %f;\n",
514                                   samples, (float)samples);
515         }
516      }
517
518      vs_source = ralloc_asprintf(mem_ctx,
519                                  "#version 130\n"
520                                  "#extension GL_ARB_explicit_attrib_location: enable\n"
521                                  "layout(location = 0) in vec2 position;\n"
522                                  "layout(location = 1) in %s textureCoords;\n"
523                                  "out %s texCoords;\n"
524                                  "void main()\n"
525                                  "{\n"
526                                  "   texCoords = textureCoords;\n"
527                                  "   gl_Position = vec4(position, 0.0, 1.0);\n"
528                                  "}\n",
529                                  texcoord_type,
530                                  texcoord_type);
531      fs_source = ralloc_asprintf(mem_ctx,
532                                  "#version 130\n"
533                                  "#extension GL_ARB_texture_multisample : enable\n"
534                                  "#extension GL_ARB_sample_shading : enable\n"
535                                  "#extension GL_ARB_gpu_shader5 : enable\n"
536                                  "#define gvec4 %svec4\n"
537                                  "uniform %ssampler2DMS%s texSampler;\n"
538                                  "in %s texCoords;\n"
539                                  "out gvec4 out_color;\n"
540                                  "\n"
541                                  "%s" /* merge_function */
542                                  "void main()\n"
543                                  "{\n"
544                                  "%s\n" /* sample_resolve */
545                                  "}\n",
546                                  vec4_prefix,
547                                  vec4_prefix,
548                                  sampler_array_suffix,
549                                  texcoord_type,
550                                  merge_function,
551                                  sample_resolve);
552   }
553
554   _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
555                                       &blit->msaa_shaders[shader_index]);
556
557   ralloc_free(mem_ctx);
558}
559
560static void
561setup_glsl_blit_framebuffer(struct gl_context *ctx,
562                            struct blit_state *blit,
563                            const struct gl_framebuffer *drawFb,
564                            struct gl_renderbuffer *src_rb,
565                            GLenum target, GLenum filter,
566                            bool is_scaled_blit,
567                            bool do_depth)
568{
569   unsigned texcoord_size;
570   bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE ||
571                                target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
572   bool is_filter_scaled_resolve = filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
573                                   filter == GL_SCALED_RESOLVE_NICEST_EXT;
574
575   /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
576   assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
577
578   texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
579
580   _mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->buf_obj, true,
581                                   2, texcoord_size, 0);
582
583   if (is_target_multisample && is_filter_scaled_resolve && is_scaled_blit) {
584      setup_glsl_msaa_blit_scaled_shader(ctx, blit, src_rb, target);
585   } else if (is_target_multisample) {
586      setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target);
587   } else {
588      _mesa_meta_setup_blit_shader(ctx, target, do_depth,
589                                   do_depth ? &blit->shaders_with_depth
590                                            : &blit->shaders_without_depth);
591   }
592}
593
594/**
595 * Try to do a color or depth glBlitFramebuffer using texturing.
596 *
597 * We can do this when the src renderbuffer is actually a texture, or when the
598 * driver exposes BindRenderbufferTexImage().
599 */
600static bool
601blitframebuffer_texture(struct gl_context *ctx,
602                        const struct gl_framebuffer *readFb,
603                        const struct gl_framebuffer *drawFb,
604                        GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
605                        GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
606                        GLenum filter, GLint flipX, GLint flipY,
607                        GLboolean glsl_version, GLboolean do_depth)
608{
609   int att_index = do_depth ? BUFFER_DEPTH : readFb->_ColorReadBufferIndex;
610   const struct gl_renderbuffer_attachment *readAtt =
611      &readFb->Attachment[att_index];
612   struct blit_state *blit = &ctx->Meta->Blit;
613   struct fb_tex_blit_state fb_tex_blit;
614   const GLint dstX = MIN2(dstX0, dstX1);
615   const GLint dstY = MIN2(dstY0, dstY1);
616   const GLint dstW = abs(dstX1 - dstX0);
617   const GLint dstH = abs(dstY1 - dstY0);
618   const int srcW = abs(srcX1 - srcX0);
619   const int srcH = abs(srcY1 - srcY0);
620   bool scaled_blit = false;
621   struct gl_texture_object *texObj;
622   GLuint srcLevel;
623   GLenum target;
624   struct gl_renderbuffer *rb = readAtt->Renderbuffer;
625   struct temp_texture *meta_temp_texture;
626
627   if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
628      return false;
629
630   _mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);
631
632   if (readAtt->Texture &&
633       (readAtt->Texture->Target == GL_TEXTURE_2D ||
634        readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
635        readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE ||
636        readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
637      /* If there's a texture attached of a type we can handle, then just use
638       * it directly.
639       */
640      srcLevel = readAtt->TextureLevel;
641      texObj = readAtt->Texture;
642   } else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
643      texObj = _mesa_meta_texture_object_from_renderbuffer(ctx, rb);
644      if (texObj == NULL)
645         return false;
646
647      fb_tex_blit.temp_tex_obj = texObj;
648
649      srcLevel = 0;
650      if (_mesa_is_winsys_fbo(readFb)) {
651         GLint temp = srcY0;
652         srcY0 = rb->Height - srcY1;
653         srcY1 = rb->Height - temp;
654         flipY = -flipY;
655      }
656   } else {
657      GLenum tex_base_format;
658      /* Fall back to doing a CopyTexSubImage to get the destination
659       * renderbuffer into a texture.
660       */
661      if (ctx->Meta->Blit.no_ctsi_fallback)
662         return false;
663
664      if (rb->NumSamples > 1)
665         return false;
666
667      if (do_depth) {
668         meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx);
669         tex_base_format = GL_DEPTH_COMPONENT;
670      } else {
671         meta_temp_texture = _mesa_meta_get_temp_texture(ctx);
672         tex_base_format =
673            _mesa_base_tex_format(ctx, rb->InternalFormat);
674      }
675
676      srcLevel = 0;
677      texObj = meta_temp_texture->tex_obj;
678      if (texObj == NULL) {
679         return false;
680      }
681
682      _mesa_meta_setup_copypix_texture(ctx, meta_temp_texture,
683                                       srcX0, srcY0,
684                                       srcW, srcH,
685                                       tex_base_format,
686                                       filter);
687
688      assert(texObj->Target == meta_temp_texture->Target);
689
690      srcX0 = 0;
691      srcY0 = 0;
692      srcX1 = srcW;
693      srcY1 = srcH;
694   }
695
696   target = texObj->Target;
697   fb_tex_blit.tex_obj = texObj;
698   fb_tex_blit.baseLevelSave = texObj->BaseLevel;
699   fb_tex_blit.maxLevelSave = texObj->MaxLevel;
700   fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;
701
702   scaled_blit = dstW != srcW || dstH != srcH;
703
704   if (glsl_version) {
705      setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, filter, scaled_blit,
706                                  do_depth);
707   }
708   else {
709      _mesa_meta_setup_ff_tnl_for_blit(ctx,
710                                       &ctx->Meta->Blit.VAO,
711                                       &ctx->Meta->Blit.buf_obj,
712                                       2);
713   }
714
715   /*
716     printf("Blit from texture!\n");
717     printf("  srcAtt %p  dstAtt %p\n", readAtt, drawAtt);
718     printf("  srcTex %p  dstText %p\n", texObj, drawAtt->Texture);
719   */
720
721   fb_tex_blit.samp_obj = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
722                                                   srcLevel);
723
724   if (ctx->Extensions.EXT_texture_sRGB_decode) {
725      /* The GL 4.4 spec, section 18.3.1 ("Blitting Pixel Rectangles") says:
726       *
727       *    "When values are taken from the read buffer, if FRAMEBUFFER_SRGB
728       *     is enabled and the value of FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING
729       *     for the framebuffer attachment corresponding to the read buffer
730       *     is SRGB (see section 9.2.3), the red, green, and blue components
731       *     are converted from the non-linear sRGB color space according to
732       *     equation 3.24.
733       *
734       *     When values are written to the draw buffers, blit operations
735       *     bypass most of the fragment pipeline.  The only fragment
736       *     operations which affect a blit are the pixel ownership test,
737       *     the scissor test, and sRGB conversion (see section 17.3.9)."
738       *
739       * ES 3.0 contains nearly the exact same text, but omits the part
740       * about GL_FRAMEBUFFER_SRGB as that doesn't exist in ES.  Mesa
741       * defaults it to on for ES contexts, so we can safely check it.
742       */
743      const bool decode =
744         ctx->Color.sRGBEnabled &&
745         _mesa_get_format_color_encoding(rb->Format) == GL_SRGB;
746
747      _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj,
748                                    decode ? GL_DECODE_EXT
749                                           : GL_SKIP_DECODE_EXT);
750   }
751
752   if (!glsl_version) {
753      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
754      _mesa_set_enable(ctx, target, GL_TRUE);
755   }
756
757   /* Prepare vertex data (the VBO was previously created and bound) */
758   {
759      struct vertex verts[4];
760      GLfloat s0, t0, s1, t1;
761
762      if (target == GL_TEXTURE_2D) {
763         const struct gl_texture_image *texImage
764            = _mesa_select_tex_image(texObj, target, srcLevel);
765         s0 = srcX0 / (float) texImage->Width;
766         s1 = srcX1 / (float) texImage->Width;
767         t0 = srcY0 / (float) texImage->Height;
768         t1 = srcY1 / (float) texImage->Height;
769      }
770      else {
771         assert(target == GL_TEXTURE_RECTANGLE_ARB ||
772                target == GL_TEXTURE_2D_MULTISAMPLE ||
773                target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
774         s0 = (float) srcX0;
775         s1 = (float) srcX1;
776         t0 = (float) srcY0;
777         t1 = (float) srcY1;
778      }
779
780      /* Silence valgrind warnings about reading uninitialized stack. */
781      memset(verts, 0, sizeof(verts));
782
783      /* setup vertex positions */
784      verts[0].x = -1.0F * flipX;
785      verts[0].y = -1.0F * flipY;
786      verts[1].x =  1.0F * flipX;
787      verts[1].y = -1.0F * flipY;
788      verts[2].x =  1.0F * flipX;
789      verts[2].y =  1.0F * flipY;
790      verts[3].x = -1.0F * flipX;
791      verts[3].y =  1.0F * flipY;
792
793      verts[0].tex[0] = s0;
794      verts[0].tex[1] = t0;
795      verts[0].tex[2] = readAtt->Zoffset;
796      verts[1].tex[0] = s1;
797      verts[1].tex[1] = t0;
798      verts[1].tex[2] = readAtt->Zoffset;
799      verts[2].tex[0] = s1;
800      verts[2].tex[1] = t1;
801      verts[2].tex[2] = readAtt->Zoffset;
802      verts[3].tex[0] = s0;
803      verts[3].tex[1] = t1;
804      verts[3].tex[2] = readAtt->Zoffset;
805
806      _mesa_buffer_sub_data(ctx, blit->buf_obj, 0, sizeof(verts), verts);
807   }
808
809   /* setup viewport */
810   _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
811   _mesa_ColorMask(!do_depth, !do_depth, !do_depth, !do_depth);
812   _mesa_set_enable(ctx, GL_DEPTH_TEST, do_depth);
813   _mesa_DepthMask(do_depth);
814   _mesa_DepthFunc(GL_ALWAYS);
815
816   _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
817   _mesa_meta_fb_tex_blit_end(ctx, target, &fb_tex_blit);
818
819   return true;
820}
821
822void
823_mesa_meta_fb_tex_blit_begin(struct gl_context *ctx,
824                             struct fb_tex_blit_state *blit)
825{
826   /* None of the existing callers preinitialize fb_tex_blit_state to zeros,
827    * and both use stack variables.  If samp_obj_save is not NULL,
828    * _mesa_reference_sampler_object will try to dereference it.  Leaving
829    * random garbage in samp_obj_save can only lead to crashes.
830    *
831    * Since the state isn't persistent across calls, we won't catch ref
832    * counting problems.
833    */
834   blit->samp_obj_save = NULL;
835   _mesa_reference_sampler_object(ctx, &blit->samp_obj_save,
836                                  ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
837   blit->temp_tex_obj = NULL;
838}
839
840void
841_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
842                           struct fb_tex_blit_state *blit)
843{
844   struct gl_texture_object *const texObj =
845      _mesa_get_current_tex_object(ctx, target);
846
847   /* Either there is no temporary texture or the temporary texture is bound. */
848   assert(blit->temp_tex_obj == NULL || blit->temp_tex_obj == texObj);
849
850   /* Restore texture object state, the texture binding will be restored by
851    * _mesa_meta_end().  If the texture is the temporary texture that is about
852    * to be destroyed, don't bother restoring its state.
853    */
854   if (blit->temp_tex_obj == NULL) {
855      /* If the target restricts values for base level or max level, we assume
856       * that the original values were valid.
857       */
858      if (blit->baseLevelSave != texObj->BaseLevel)
859         _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
860                                   &blit->baseLevelSave, false);
861
862      if (blit->maxLevelSave != texObj->MaxLevel)
863         _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
864                                   &blit->maxLevelSave, false);
865
866      /* If ARB_stencil_texturing is not supported, the mode won't have changed. */
867      if (texObj->StencilSampling != blit->stencilSamplingSave) {
868         /* GLint so the compiler won't complain about type signedness mismatch
869          * in the call to _mesa_texture_parameteriv below.
870          */
871         const GLint param = blit->stencilSamplingSave ?
872            GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;
873
874         _mesa_texture_parameteriv(ctx, texObj, GL_DEPTH_STENCIL_TEXTURE_MODE,
875                                   &param, false);
876      }
877   }
878
879   _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, blit->samp_obj_save);
880   _mesa_reference_sampler_object(ctx, &blit->samp_obj_save, NULL);
881   _mesa_reference_sampler_object(ctx, &blit->samp_obj, NULL);
882   _mesa_delete_nameless_texture(ctx, blit->temp_tex_obj);
883}
884
885struct gl_texture_object *
886_mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
887                                            struct gl_renderbuffer *rb)
888{
889   struct gl_texture_image *texImage;
890   struct gl_texture_object *texObj;
891   const GLenum target = rb->NumSamples > 1
892      ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
893
894   texObj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, target);
895   texImage = _mesa_get_tex_image(ctx, texObj, target, 0);
896
897   if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
898      _mesa_delete_nameless_texture(ctx, texObj);
899      return NULL;
900   }
901
902   if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
903      rb->NeedsFinishRenderTexture = true;
904      ctx->Driver.FinishRenderTexture(ctx, rb);
905   }
906
907   return texObj;
908}
909
910struct gl_sampler_object *
911_mesa_meta_setup_sampler(struct gl_context *ctx,
912                         struct gl_texture_object *texObj,
913                         GLenum target, GLenum filter, GLuint srcLevel)
914{
915   struct gl_sampler_object *samp_obj;
916   GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
917                        filter == GL_SCALED_RESOLVE_NICEST_EXT) ?
918                       GL_NEAREST : filter;
919
920   samp_obj =  ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
921   if (samp_obj == NULL)
922      return NULL;
923
924   _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj);
925   _mesa_set_sampler_filters(ctx, samp_obj, tex_filter, tex_filter);
926   _mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
927                          samp_obj->WrapR);
928
929   /* Prepare src texture state */
930   _mesa_bind_texture(ctx, target, texObj);
931   if (target != GL_TEXTURE_RECTANGLE_ARB) {
932      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
933                                (GLint *) &srcLevel, false);
934      _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
935                                (GLint *) &srcLevel, false);
936   }
937
938   return samp_obj;
939}
940
941/**
942 * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
943 * of texture mapping and polygon rendering.
944 */
945GLbitfield
946_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
947                           const struct gl_framebuffer *readFb,
948                           const struct gl_framebuffer *drawFb,
949                           GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
950                           GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
951                           GLbitfield mask, GLenum filter)
952{
953   const GLint dstW = abs(dstX1 - dstX0);
954   const GLint dstH = abs(dstY1 - dstY0);
955   const GLint dstFlipX = (dstX1 - dstX0) / dstW;
956   const GLint dstFlipY = (dstY1 - dstY0) / dstH;
957
958   struct {
959      GLint srcX0, srcY0, srcX1, srcY1;
960      GLint dstX0, dstY0, dstX1, dstY1;
961   } clip = {
962      srcX0, srcY0, srcX1, srcY1,
963      dstX0, dstY0, dstX1, dstY1
964   };
965
966   const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
967                                      ctx->Extensions.ARB_fragment_shader;
968
969   /* Multisample texture blit support requires texture multisample. */
970   if (readFb->Visual.samples > 0 &&
971       !ctx->Extensions.ARB_texture_multisample) {
972      return mask;
973   }
974
975   /* Clip a copy of the blit coordinates. If these differ from the input
976    * coordinates, then we'll set the scissor.
977    */
978   if (!_mesa_clip_blit(ctx, readFb, drawFb,
979                        &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
980                        &clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) {
981      /* clipped/scissored everything away */
982      return 0;
983   }
984
985   /* Only scissor and FRAMEBUFFER_SRGB affect blit.  Leave sRGB alone, but
986    * save restore scissor as we'll set a custom scissor if necessary.
987    */
988   _mesa_meta_begin(ctx, MESA_META_ALL &
989                         ~(MESA_META_DRAW_BUFFERS |
990                           MESA_META_FRAMEBUFFER_SRGB));
991
992   /* Dithering shouldn't be performed for glBlitFramebuffer */
993   _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
994
995   /* If the clipping earlier changed the destination rect at all, then
996    * enable the scissor to clip to it.
997    */
998   if (clip.dstX0 != dstX0 || clip.dstY0 != dstY0 ||
999       clip.dstX1 != dstX1 || clip.dstY1 != dstY1) {
1000      _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
1001      _mesa_Scissor(MIN2(clip.dstX0, clip.dstX1),
1002                    MIN2(clip.dstY0, clip.dstY1),
1003                    abs(clip.dstX0 - clip.dstX1),
1004                    abs(clip.dstY0 - clip.dstY1));
1005   }
1006
1007   /* Try faster, direct texture approach first */
1008   if (mask & GL_COLOR_BUFFER_BIT) {
1009      if (blitframebuffer_texture(ctx, readFb, drawFb,
1010                                  srcX0, srcY0, srcX1, srcY1,
1011                                  dstX0, dstY0, dstX1, dstY1,
1012                                  filter, dstFlipX, dstFlipY,
1013                                  use_glsl_version, false)) {
1014         mask &= ~GL_COLOR_BUFFER_BIT;
1015      }
1016   }
1017
1018   if (mask & GL_DEPTH_BUFFER_BIT && use_glsl_version) {
1019      if (blitframebuffer_texture(ctx, readFb, drawFb,
1020                                  srcX0, srcY0, srcX1, srcY1,
1021                                  dstX0, dstY0, dstX1, dstY1,
1022                                  filter, dstFlipX, dstFlipY,
1023                                  use_glsl_version, true)) {
1024         mask &= ~GL_DEPTH_BUFFER_BIT;
1025      }
1026   }
1027
1028   if (mask & GL_STENCIL_BUFFER_BIT) {
1029      /* XXX can't easily do stencil */
1030   }
1031
1032   _mesa_meta_end(ctx);
1033
1034   return mask;
1035}
1036
1037void
1038_mesa_meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
1039{
1040   if (blit->VAO) {
1041      _mesa_DeleteVertexArrays(1, &blit->VAO);
1042      blit->VAO = 0;
1043      _mesa_reference_buffer_object(ctx, &blit->buf_obj, NULL);
1044   }
1045
1046   _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_with_depth);
1047   _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_without_depth);
1048
1049   if (blit->depthTex.tex_obj != NULL) {
1050      _mesa_delete_nameless_texture(ctx, blit->depthTex.tex_obj);
1051      blit->depthTex.tex_obj = NULL;
1052   }
1053}
1054
1055void
1056_mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx,
1057                                      struct gl_framebuffer *readFb,
1058                                      struct gl_framebuffer *drawFb,
1059                                      GLint srcX0, GLint srcY0,
1060                                      GLint srcX1, GLint srcY1,
1061                                      GLint dstX0, GLint dstY0,
1062                                      GLint dstX1, GLint dstY1,
1063                                      GLbitfield mask, GLenum filter)
1064{
1065   mask = _mesa_meta_BlitFramebuffer(ctx, readFb, drawFb,
1066                                     srcX0, srcY0, srcX1, srcY1,
1067                                     dstX0, dstY0, dstX1, dstY1,
1068                                     mask, filter);
1069   if (mask == 0x0)
1070      return;
1071
1072   _swrast_BlitFramebuffer(ctx, readFb, drawFb,
1073                           srcX0, srcY0, srcX1, srcY1,
1074                           dstX0, dstY0, dstX1, dstY1,
1075                           mask, filter);
1076}
1077