meta,i965: Rip GL_EXT_texture_multisample_blit_scaled support out of meta

i965 is the only driver that ever linked to this code and it's been
doing it in BLORP for a long time now.  The only possible case where it
would have fallen back to meta was for depth/stencil but that should
have ended starting with 6cec618e82.  Rip out the dead code.

Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4622>
This commit is contained in:
Jason Ekstrand
2020-04-17 14:18:35 -05:00
committed by Marge Bot
parent c6244f9311
commit f1a12d6855
6 changed files with 1 additions and 318 deletions
-8
View File
@@ -282,14 +282,6 @@ enum blit_msaa_shader {
BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_UINT,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE,
BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY,
BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE,
BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE,
BLIT_MSAA_SHADER_COUNT,
};
+1 -196
View File
@@ -54,197 +54,6 @@
/** Return offset in bytes of the field within a vertex struct */
#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
static void
setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
struct blit_state *blit,
struct gl_renderbuffer *src_rb,
GLenum target)
{
GLint loc_src_width, loc_src_height;
int i, samples;
int shader_offset = 0;
void *mem_ctx = ralloc_context(NULL);
char *fs_source;
char *name, *sample_number;
const uint8_t *sample_map;
char *sample_map_str = rzalloc_size(mem_ctx, 1);
char *sample_map_expr = rzalloc_size(mem_ctx, 1);
char *texel_fetch_macro = rzalloc_size(mem_ctx, 1);
const char *sampler_array_suffix = "";
float x_scale, y_scale;
enum blit_msaa_shader shader_index;
assert(src_rb);
samples = MAX2(src_rb->NumSamples, 1);
if (samples == 16)
x_scale = 4.0;
else
x_scale = 2.0;
y_scale = samples / x_scale;
/* We expect only power of 2 samples in source multisample buffer. */
assert(samples > 0 && util_is_power_of_two_nonzero(samples));
while (samples >> (shader_offset + 1)) {
shader_offset++;
}
/* Update the assert if we plan to support more than 16X MSAA. */
assert(shader_offset > 0 && shader_offset <= 4);
assert(target == GL_TEXTURE_2D_MULTISAMPLE ||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE +
shader_offset - 1;
if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
shader_index += BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE -
BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE;
sampler_array_suffix = "Array";
}
if (blit->msaa_shaders[shader_index]) {
_mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
/* Update the uniform values. */
loc_src_width =
_mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
loc_src_height =
_mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
_mesa_Uniform1f(loc_src_width, src_rb->Width);
_mesa_Uniform1f(loc_src_height, src_rb->Height);
return;
}
name = ralloc_asprintf(mem_ctx, "vec4 MSAA scaled resolve");
/* Below switch is used to setup the shader expression, which computes
* sample index and map it to to a sample number on hardware.
*/
switch(samples) {
case 2:
sample_number = "sample_map[int(2 * fract(coord.x))]";
sample_map = ctx->Const.SampleMap2x;
break;
case 4:
sample_number = "sample_map[int(2 * fract(coord.x) + 4 * fract(coord.y))]";
sample_map = ctx->Const.SampleMap4x;
break;
case 8:
sample_number = "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
sample_map = ctx->Const.SampleMap8x;
break;
case 16:
sample_number = "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]";
sample_map = ctx->Const.SampleMap16x;
break;
default:
sample_number = NULL;
sample_map = NULL;
_mesa_problem(ctx, "Unsupported sample count %d\n", samples);
unreachable("Unsupported sample count");
}
/* Create sample map string. */
for (i = 0 ; i < samples - 1; i++) {
ralloc_asprintf_append(&sample_map_str, "%d, ", sample_map[i]);
}
ralloc_asprintf_append(&sample_map_str, "%d", sample_map[samples - 1]);
/* Create sample map expression using above string. */
ralloc_asprintf_append(&sample_map_expr,
" const int sample_map[%d] = int[%d](%s);\n",
samples, samples, sample_map_str);
if (target == GL_TEXTURE_2D_MULTISAMPLE) {
ralloc_asprintf_append(&texel_fetch_macro,
"#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec2(coord), %s);\n",
sample_number);
} else {
ralloc_asprintf_append(&texel_fetch_macro,
"#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec3(coord, layer), %s);\n",
sample_number);
}
static const char vs_source[] =
"#version 130\n"
"#extension GL_ARB_explicit_attrib_location: enable\n"
"layout(location = 0) in vec2 position;\n"
"layout(location = 1) in vec3 textureCoords;\n"
"out vec2 texCoords;\n"
"flat out int layer;\n"
"void main()\n"
"{\n"
" texCoords = textureCoords.xy;\n"
" layer = int(textureCoords.z);\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%s texSampler;\n"
"uniform float src_width, src_height;\n"
"in vec2 texCoords;\n"
"flat in int layer;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
"%s"
" vec2 interp;\n"
" const vec2 scale = vec2(%ff, %ff);\n"
" const vec2 scale_inv = vec2(%ff, %ff);\n"
" const vec2 s_0_offset = vec2(%ff, %ff);\n"
" vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n"
" vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n"
" vec4 x_0_color, x_1_color;\n"
" vec2 tex_coord = texCoords - s_0_offset;\n"
"\n"
" tex_coord *= scale;\n"
" tex_coord.x = clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
" tex_coord.y = clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n"
" interp = fract(tex_coord);\n"
" tex_coord = ivec2(tex_coord) * scale_inv;\n"
"\n"
" /* Compute the sample coordinates used for filtering. */\n"
" s_0_coord = tex_coord;\n"
" s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n"
" s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n"
" s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n"
"\n"
" /* Fetch sample color values. */\n"
"%s"
" s_0_color = TEXEL_FETCH(s_0_coord)\n"
" s_1_color = TEXEL_FETCH(s_1_coord)\n"
" s_2_color = TEXEL_FETCH(s_2_coord)\n"
" s_3_color = TEXEL_FETCH(s_3_coord)\n"
"#undef TEXEL_FETCH\n"
"\n"
" /* Do bilinear filtering on sample colors. */\n"
" x_0_color = mix(s_0_color, s_1_color, interp.x);\n"
" x_1_color = mix(s_2_color, s_3_color, interp.x);\n"
" out_color = mix(x_0_color, x_1_color, interp.y);\n"
"}\n",
sampler_array_suffix,
sample_map_expr,
x_scale, y_scale,
1.0f / x_scale, 1.0f / y_scale,
0.5f / x_scale, 0.5f / y_scale,
texel_fetch_macro);
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
&blit->msaa_shaders[shader_index]);
loc_src_width =
_mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
loc_src_height =
_mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
_mesa_Uniform1f(loc_src_width, src_rb->Width);
_mesa_Uniform1f(loc_src_height, src_rb->Height);
ralloc_free(mem_ctx);
}
static void
setup_glsl_msaa_blit_shader(struct gl_context *ctx,
struct blit_state *blit,
@@ -568,8 +377,6 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
unsigned texcoord_size;
bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE ||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
bool is_filter_scaled_resolve = filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
filter == GL_SCALED_RESOLVE_NICEST_EXT;
/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
@@ -579,9 +386,7 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
_mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->buf_obj, true,
2, texcoord_size, 0);
if (is_target_multisample && is_filter_scaled_resolve && is_scaled_blit) {
setup_glsl_msaa_blit_scaled_shader(ctx, blit, src_rb, target);
} else if (is_target_multisample) {
if (is_target_multisample) {
setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target);
} else {
_mesa_meta_setup_blit_shader(ctx, target, do_depth,
-8
View File
@@ -602,14 +602,6 @@ brw_initialize_context_constants(struct brw_context *brw)
ctx->Const.MaxIntegerSamples = max_samples;
ctx->Const.MaxImageSamples = 0;
/* gen6_set_sample_maps() sets SampleMap{2,4,8}x variables which are used
* to map indices of rectangular grid to sample numbers within a pixel.
* These variables are used by GL_EXT_framebuffer_multisample_blit_scaled
* extension implementation. For more details see the comment above
* gen6_set_sample_maps() definition.
*/
gen6_set_sample_maps(ctx);
ctx->Const.MinLineWidth = 1.0;
ctx->Const.MinLineWidthAA = 1.0;
if (devinfo->gen >= 6) {
-2
View File
@@ -1513,8 +1513,6 @@ gen6_get_sample_position(struct gl_context *ctx,
struct gl_framebuffer *fb,
GLuint index,
GLfloat *result);
void
gen6_set_sample_maps(struct gl_context *ctx);
/* gen8_multisample_state.c */
void gen8_emit_3dstate_sample_pattern(struct brw_context *brw);
@@ -59,62 +59,3 @@ gen6_get_sample_position(struct gl_context *ctx,
result[0] = ((bits >> 4) & 0xf) / 16.0f;
result[1] = (bits & 0xf) / 16.0f;
}
/**
* Sample index layout shows the numbering of slots in a rectangular
* grid of samples with in a pixel. Sample number layout shows the
* rectangular grid of samples roughly corresponding to the real sample
* locations with in a pixel. Sample number layout matches the sample
* index layout in case of 2X and 4x MSAA, but they are different in
* case of 8X MSAA.
*
* 8X MSAA sample index layout 8x MSAA sample number layout
* --------- ---------
* | 0 | 1 | | 1 | 0 |
* --------- ---------
*
* 4X MSAA sample index / number layout
* ---------
* | 0 | 1 |
* ---------
* | 2 | 3 |
* ---------
*
* 8X MSAA sample index layout 8x MSAA sample number layout
* --------- ---------
* | 0 | 1 | | 5 | 2 |
* --------- ---------
* | 2 | 3 | | 4 | 6 |
* --------- ---------
* | 4 | 5 | | 0 | 3 |
* --------- ---------
* | 6 | 7 | | 7 | 1 |
* --------- ---------
*
* 16X MSAA sample index layout 16x MSAA sample number layout
* ----------------- -----------------
* | 0 | 1 | 2 | 3 | |15 |10 | 9 | 7 |
* ----------------- -----------------
* | 4 | 5 | 6 | 7 | | 4 | 1 | 3 |13 |
* ----------------- -----------------
* | 8 | 9 |10 |11 | |12 | 2 | 0 | 6 |
* ----------------- -----------------
* |12 |13 |14 |15 | |11 | 8 | 5 |14 |
* ----------------- -----------------
*
* A sample map is used to map sample indices to sample numbers.
*/
void
gen6_set_sample_maps(struct gl_context *ctx)
{
uint8_t map_2x[2] = {1, 0};
uint8_t map_4x[4] = {0, 1, 2, 3};
uint8_t map_8x[8] = {3, 7, 5, 0, 1, 2, 4, 6};
uint8_t map_16x[16] = { 15, 10, 9, 7, 4, 1, 3, 13,
12, 2, 0, 6, 11, 8, 5, 14 };
memcpy(ctx->Const.SampleMap2x, map_2x, sizeof(map_2x));
memcpy(ctx->Const.SampleMap4x, map_4x, sizeof(map_4x));
memcpy(ctx->Const.SampleMap8x, map_8x, sizeof(map_8x));
memcpy(ctx->Const.SampleMap16x, map_16x, sizeof(map_16x));
}
-45
View File
@@ -4063,51 +4063,6 @@ struct gl_constants
} SupportedMultisampleModes[40];
GLint NumSupportedMultisampleModes;
/**
* GL_EXT_texture_multisample_blit_scaled implementation assumes that
* samples are laid out in a rectangular grid roughly corresponding to
* sample locations within a pixel. Below SampleMap{2,4,8}x variables
* are used to map indices of rectangular grid to sample numbers within
* a pixel. This mapping of indices to sample numbers must be initialized
* by the driver for the target hardware. For example, if we have the 8X
* MSAA sample number layout (sample positions) for XYZ hardware:
*
* sample indices layout sample number layout
* --------- ---------
* | 0 | 1 | | a | b |
* --------- ---------
* | 2 | 3 | | c | d |
* --------- ---------
* | 4 | 5 | | e | f |
* --------- ---------
* | 6 | 7 | | g | h |
* --------- ---------
*
* Where a,b,c,d,e,f,g,h are integers between [0-7].
*
* Then, initialize the SampleMap8x variable for XYZ hardware as shown
* below:
* SampleMap8x = {a, b, c, d, e, f, g, h};
*
* Follow the logic for sample counts 2-8.
*
* For 16x the sample indices layout as a 4x4 grid as follows:
*
* -----------------
* | 0 | 1 | 2 | 3 |
* -----------------
* | 4 | 5 | 6 | 7 |
* -----------------
* | 8 | 9 |10 |11 |
* -----------------
* |12 |13 |14 |15 |
* -----------------
*/
uint8_t SampleMap2x[2];
uint8_t SampleMap4x[4];
uint8_t SampleMap8x[8];
uint8_t SampleMap16x[16];
/** GL_ARB_shader_atomic_counters */
GLuint MaxAtomicBufferBindings;
GLuint MaxAtomicBufferSize;