meta: Add support for doing multisample resolves.

Note that this doesn't handle GL_EXT_multisample_scaled_blit yet.  The
i965 code for that extension bakes in knowledge of the sample positions
(well, knowledge of the sample positions aligned to a lower-resolution
grid), which we would have to do at runtime somehow for meta.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt
2014-02-07 14:00:31 -08:00
parent aba85d960e
commit 7d2f73e737
2 changed files with 197 additions and 12 deletions
+7
View File
@@ -221,6 +221,12 @@ struct blit_shader_table {
struct blit_shader sampler_cubemap_array;
};
enum blit_msaa_shader {
BLIT_MSAA_SHADER_2D_MULTISAMPLE,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH,
BLIT_MSAA_SHADER_COUNT,
};
/**
* State for glBlitFramebufer()
*/
@@ -230,6 +236,7 @@ struct blit_state
GLuint VBO;
GLuint DepthFP;
struct blit_shader_table shaders;
GLuint msaa_shaders[BLIT_MSAA_SHADER_COUNT];
struct temp_texture depthTex;
};
+190 -12
View File
@@ -31,6 +31,7 @@
#include "main/condrender.h"
#include "main/depth.h"
#include "main/enable.h"
#include "main/enums.h"
#include "main/fbobject.h"
#include "main/macros.h"
#include "main/matrix.h"
@@ -80,9 +81,159 @@ init_blit_depth_pixels(struct gl_context *ctx)
strlen(program2), (const GLubyte *) program2);
}
static void
setup_glsl_msaa_blit_shader(struct gl_context *ctx,
struct blit_state *blit,
struct gl_renderbuffer *src_rb,
GLenum target)
{
const char *vs_source;
char *fs_source;
GLuint vs, fs;
void *mem_ctx;
enum blit_msaa_shader shader_index;
const char *samplers[] = {
[BLIT_MSAA_SHADER_2D_MULTISAMPLE] = "sampler2DMS",
};
switch (target) {
case GL_TEXTURE_2D_MULTISAMPLE:
if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
src_rb->_BaseFormat == GL_DEPTH_STENCIL) {
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH;
} else {
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE;
}
break;
default:
_mesa_problem(ctx, "Unkown texture target %s\n",
_mesa_lookup_enum_by_nr(target));
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE;
}
if (blit->msaa_shaders[shader_index]) {
_mesa_UseProgram(blit->msaa_shaders[shader_index]);
return;
}
mem_ctx = ralloc_context(NULL);
if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH) {
/* From the GL 4.3 spec:
*
* "If there is a multisample buffer (the value of SAMPLE_BUFFERS is
* one), then values are obtained from the depth samples in this
* buffer. It is recommended that the depth value of the centermost
* sample be used, though implementations may choose any function
* of the depth sample values at each pixel.
*
* We're slacking and instead of choosing centermost, we've got 0.
*/
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\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");
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"uniform sampler2DMS texSampler;\n"
"in vec2 texCoords;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragDepth = texelFetch(texSampler, ivec2(texCoords), 0).r;\n"
"}\n");
} else if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE) {
char *sample_resolve;
/* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
* sample). Yes, this is ridiculous.
*/
int samples = MAX2(src_rb->NumSamples, 1);
/* We're assuming power of two samples for this resolution procedure.
*
* To avoid losing any floating point precision if the samples all
* happen to have the same value, we merge pairs of values at a time (so
* the floating point exponent just gets increased), rather than doing a
* naive sum and dividing.
*/
assert((samples & (samples - 1)) == 0);
/* Fetch each individual sample. */
sample_resolve = rzalloc_size(mem_ctx, 1);
for (int i = 0; i < samples; i++) {
ralloc_asprintf_append(&sample_resolve,
" vec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n",
i, i);
}
/* Now, merge each pair of samples, then each pair of those merges, etc.
*/
for (int step = 2; step <= samples; step *= 2) {
for (int i = 0; i < samples; i += step) {
ralloc_asprintf_append(&sample_resolve,
"vec4 sample_%d_%d = sample_%d_%d + sample_%d_%d;\n",
step, i,
step / 2, i,
step / 2, i + step / 2);
}
}
/* Scale the final result. */
ralloc_asprintf_append(&sample_resolve,
" out_color = sample_%d_0 / %f;\n",
samples, (float)samples);
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\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");
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"uniform %s texSampler;\n"
"in vec2 texCoords;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
"%s\n" /* sample_resolve */
"}\n",
samplers[shader_index],
sample_resolve);
}
vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
blit->msaa_shaders[shader_index] = _mesa_CreateProgramObjectARB();
_mesa_AttachShader(blit->msaa_shaders[shader_index], fs);
_mesa_DeleteObjectARB(fs);
_mesa_AttachShader(blit->msaa_shaders[shader_index], vs);
_mesa_DeleteObjectARB(vs);
_mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 0, "position");
_mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 1, "texcoords");
_mesa_meta_link_program_with_debug(ctx, blit->msaa_shaders[shader_index]);
ralloc_free(mem_ctx);
_mesa_UseProgram(blit->msaa_shaders[shader_index]);
}
static void
setup_glsl_blit_framebuffer(struct gl_context *ctx,
struct blit_state *blit,
struct gl_renderbuffer *src_rb,
GLenum target)
{
/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
@@ -90,7 +241,11 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
_mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
_mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
if (target == GL_TEXTURE_2D_MULTISAMPLE) {
setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target);
} else {
_mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
}
}
/**
@@ -124,6 +279,15 @@ blitframebuffer_texture(struct gl_context *ctx,
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
GLuint tempTex = 0;
struct gl_renderbuffer *rb = readAtt->Renderbuffer;
if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
return false;
if (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
filter == GL_SCALED_RESOLVE_NICEST_EXT) {
filter = GL_LINEAR;
}
if (readAtt->Texture) {
/* If there's a texture attached of a type we can handle, then just use
@@ -133,16 +297,25 @@ blitframebuffer_texture(struct gl_context *ctx,
texObj = readAtt->Texture;
target = texObj->Target;
if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB)
switch (target) {
case GL_TEXTURE_2D:
case GL_TEXTURE_RECTANGLE:
case GL_TEXTURE_2D_MULTISAMPLE:
break;
default:
return false;
}
} else if (ctx->Driver.BindRenderbufferTexImage) {
/* Otherwise, we need the driver to be able to bind a renderbuffer as
* a texture image.
*/
struct gl_texture_image *texImage;
struct gl_renderbuffer *rb = readAtt->Renderbuffer;
target = GL_TEXTURE_2D;
if (rb->NumSamples > 1)
target = GL_TEXTURE_2D_MULTISAMPLE;
else
target = GL_TEXTURE_2D;
_mesa_GenTextures(1, &tempTex);
_mesa_BindTexture(target, tempTex);
srcLevel = 0;
@@ -174,7 +347,7 @@ blitframebuffer_texture(struct gl_context *ctx,
maxLevelSave = texObj->MaxLevel;
if (glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, target);
setup_glsl_blit_framebuffer(ctx, blit, rb, target);
}
else {
_mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
@@ -230,7 +403,8 @@ blitframebuffer_texture(struct gl_context *ctx,
t1 = srcY1 / (float) texImage->Height;
}
else {
assert(target == GL_TEXTURE_RECTANGLE_ARB);
assert(target == GL_TEXTURE_RECTANGLE_ARB ||
target == GL_TEXTURE_2D_MULTISAMPLE);
s0 = (float) srcX0;
s1 = (float) srcX1;
t0 = (float) srcY0;
@@ -326,12 +500,15 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
* texture size, fallback if the source is multisampled. This fallback can
* be removed once Mesa gets support ARB_texture_multisample.
*/
if (srcW > maxTexSize || srcH > maxTexSize
|| ctx->ReadBuffer->Visual.samples > 0) {
if (srcW > maxTexSize || srcH > maxTexSize) {
/* XXX avoid this fallback */
_swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1, mask, filter);
return;
goto fallback;
}
/* Multisample texture blit support requires texture multisample. */
if (ctx->ReadBuffer->Visual.samples > 0 &&
!ctx->Extensions.ARB_texture_multisample) {
goto fallback;
}
/* only scissor effects blit so save/clear all other relevant state */
@@ -368,7 +545,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
* BlitFramebuffer function.
*/
if (use_glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, tex->Target);
setup_glsl_blit_framebuffer(ctx, blit, NULL, tex->Target);
}
else {
_mesa_meta_setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2);
@@ -492,6 +669,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
_mesa_meta_end(ctx);
fallback:
if (mask) {
_swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1, mask, filter);