meta: Add support for doing MSAA to MSAA blits.

These are non-stretched, non-resolving blits, so it's just a matter of
sampling once from our gl_SampleID and storing that to our color/depth.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt
2014-02-10 15:24:07 -08:00
parent eb55b01eef
commit b0a8d0ee40
2 changed files with 104 additions and 49 deletions
+4 -2
View File
@@ -222,8 +222,10 @@ struct blit_shader_table {
};
enum blit_msaa_shader {
BLIT_MSAA_SHADER_2D_MULTISAMPLE,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY,
BLIT_MSAA_SHADER_COUNT,
};
+100 -47
View File
@@ -35,6 +35,7 @@
#include "main/fbobject.h"
#include "main/macros.h"
#include "main/matrix.h"
#include "main/multisample.h"
#include "main/readpix.h"
#include "main/shaderapi.h"
#include "main/texobj.h"
@@ -93,22 +94,45 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
void *mem_ctx;
enum blit_msaa_shader shader_index;
const char *samplers[] = {
[BLIT_MSAA_SHADER_2D_MULTISAMPLE] = "sampler2DMS",
[BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE] = "sampler2DMS",
[BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY] = "sampler2DMS",
};
bool dst_is_msaa = false;
if (ctx->DrawBuffer->Visual.samples > 1) {
/* If you're calling meta_BlitFramebuffer with the destination
* multisampled, this is the only path that will work -- swrast and
* CopyTexImage won't work on it either.
*/
assert(ctx->Extensions.ARB_sample_shading);
dst_is_msaa = true;
/* We need shader invocation per sample, not per pixel */
_mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE);
_mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE);
_mesa_MinSampleShading(1.0);
}
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;
if (dst_is_msaa)
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
else
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
} else {
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE;
if (dst_is_msaa)
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
else
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
}
break;
default:
_mesa_problem(ctx, "Unkown texture target %s\n",
_mesa_lookup_enum_by_nr(target));
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE;
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
}
if (blit->msaa_shaders[shader_index]) {
@@ -118,17 +142,32 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
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.
*/
if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
char *sample_index;
const char *arb_sample_shading_extension_string;
if (dst_is_msaa) {
arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
sample_index = "gl_SampleID";
} else {
/* Don't need that extension, since we're drawing to a single-sampled
* destination.
*/
arb_sample_shading_extension_string = "";
/* 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.
*/
sample_index = "0";
}
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"in vec2 position;\n"
@@ -142,52 +181,64 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"%s\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;
" gl_FragDepth = texelFetch(texSampler, ivec2(texCoords), %s).r;\n"
"}\n",
arb_sample_shading_extension_string,
sample_index);
} else {
/* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
* sample). Yes, this is ridiculous.
*/
int samples = MAX2(src_rb->NumSamples, 1);
char *sample_resolve;
const char *arb_sample_shading_extension_string;
/* 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) {
if (dst_is_msaa) {
arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, ivec2(texCoords), gl_SampleID);");
} else {
arb_sample_shading_extension_string = "";
/* 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_%d_%d = sample_%d_%d + sample_%d_%d;\n",
step, i,
step / 2, i,
step / 2, i + step / 2);
" vec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n",
i, i);
}
/* Now, merge each pair of samples, then merge each pair of those,
* 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);
/* 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"
@@ -202,6 +253,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"%s\n"
"uniform %s texSampler;\n"
"in vec2 texCoords;\n"
"out vec4 out_color;\n"
@@ -210,6 +262,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
"{\n"
"%s\n" /* sample_resolve */
"}\n",
arb_sample_shading_extension_string,
samplers[shader_index],
sample_resolve);
}