meta: Remove support for multisample blits
Since i965 no longer uses this function for blitting color buffers, there is no driver left that will ever support multisample textures and use _mesa_meta_BlitFramebuffer. v2: Delete blit_state::msaa_shaders and enum blit_msaa_shader. text data bss dec hex filename 12243286 1344936 1290748 14878970 e308fa before/lib64/dri/i965_dri.so 12240398 1344936 1290748 14876082 e2fdb2 after/lib64/dri/i965_dri.so Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/856>
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@ -234,56 +234,6 @@ struct blit_shader_table {
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struct blit_shader sampler_cubemap_array;
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};
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/**
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* Indices in the blit_state->msaa_shaders[] array
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*
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* Note that setup_glsl_msaa_blit_shader() assumes that the _INT enums are five
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* more than the corresponding non-_INT versions and _UINT are five beyond that.
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*/
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enum blit_msaa_shader {
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BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
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BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
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BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
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BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
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BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE,
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BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
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BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
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BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
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BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
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BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT,
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BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
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BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
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BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
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BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
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BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT,
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY,
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_INT,
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_UINT,
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE,
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY,
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BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
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BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
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BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
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BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
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BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE,
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BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
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BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
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BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
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BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
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BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_INT,
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BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
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BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
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BLIT_4X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
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BLIT_8X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
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BLIT_16X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE_UINT,
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY,
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_INT,
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_COPY_UINT,
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE,
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BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY,
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BLIT_MSAA_SHADER_COUNT,
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};
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/**
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* State for glBlitFramebufer()
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*/
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@ -293,7 +243,6 @@ struct blit_state
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struct gl_buffer_object *buf_obj;
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struct blit_shader_table shaders_with_depth;
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struct blit_shader_table shaders_without_depth;
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struct gl_shader_program *msaa_shaders[BLIT_MSAA_SHADER_COUNT];
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struct temp_texture depthTex;
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bool no_ctsi_fallback;
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};
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@ -27,7 +27,6 @@
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#include "main/arbprogram.h"
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#include "main/arrayobj.h"
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#include "main/blend.h"
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#include "main/condrender.h"
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#include "main/depth.h"
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#include "main/enable.h"
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#include "main/enums.h"
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@ -35,8 +34,6 @@
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#include "main/image.h"
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#include "main/macros.h"
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#include "main/matrix.h"
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#include "main/multisample.h"
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#include "main/objectlabel.h"
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#include "main/readpix.h"
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#include "main/scissor.h"
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#include "main/shaderapi.h"
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@ -49,7 +46,6 @@
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#include "main/viewport.h"
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#include "swrast/swrast.h"
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#include "drivers/common/meta.h"
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#include "util/ralloc.h"
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static struct gl_texture_object *
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texture_object_from_renderbuffer(struct gl_context *, struct gl_renderbuffer *);
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@ -61,345 +57,26 @@ setup_sampler(struct gl_context *, struct gl_texture_object *, GLenum target,
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/** Return offset in bytes of the field within a vertex struct */
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#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
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static void
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setup_glsl_msaa_blit_shader(struct gl_context *ctx,
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struct blit_state *blit,
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const struct gl_framebuffer *drawFb,
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struct gl_renderbuffer *src_rb,
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GLenum target)
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{
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const char *vs_source;
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char *fs_source;
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void *mem_ctx;
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enum blit_msaa_shader shader_index;
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bool dst_is_msaa = false;
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GLenum src_datatype;
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const char *vec4_prefix;
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const char *sampler_array_suffix = "";
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char *name;
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const char *texcoord_type = "vec2";
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int samples;
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int shader_offset = 0;
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if (src_rb) {
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samples = MAX2(src_rb->NumSamples, 1);
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src_datatype = _mesa_get_format_datatype(src_rb->Format);
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} else {
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/* depth-or-color glCopyTexImage fallback path that passes a NULL rb and
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* doesn't handle integer.
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*/
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samples = 1;
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src_datatype = GL_UNSIGNED_NORMALIZED;
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}
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/* We expect only power of 2 samples in source multisample buffer. */
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assert(samples > 0 && util_is_power_of_two_nonzero(samples));
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while (samples >> (shader_offset + 1)) {
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shader_offset++;
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}
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/* Update the assert if we plan to support more than 16X MSAA. */
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assert(shader_offset >= 0 && shader_offset <= 4);
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if (drawFb->Visual.samples > 1) {
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/* If you're calling meta_BlitFramebuffer with the destination
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* multisampled, this is the only path that will work -- swrast and
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* CopyTexImage won't work on it either.
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*/
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assert(ctx->Extensions.ARB_sample_shading);
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dst_is_msaa = true;
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/* We need shader invocation per sample, not per pixel */
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_mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE);
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_mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE);
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_mesa_MinSampleShading(1.0);
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}
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switch (target) {
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case GL_TEXTURE_2D_MULTISAMPLE:
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case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
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if (src_rb && (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
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src_rb->_BaseFormat == GL_DEPTH_STENCIL)) {
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if (dst_is_msaa)
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shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
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else
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shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
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} else {
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if (dst_is_msaa)
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shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
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else {
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shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
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shader_offset;
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}
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}
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if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
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shader_index += (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
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BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
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sampler_array_suffix = "Array";
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texcoord_type = "vec3";
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}
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break;
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default:
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_mesa_problem(ctx, "Unknown texture target %s\n",
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_mesa_enum_to_string(target));
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shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
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}
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/* We rely on the enum being sorted this way. */
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STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
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BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5);
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STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
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BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10);
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if (src_datatype == GL_INT) {
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shader_index += 5;
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vec4_prefix = "i";
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} else if (src_datatype == GL_UNSIGNED_INT) {
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shader_index += 10;
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vec4_prefix = "u";
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} else {
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vec4_prefix = "";
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}
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if (blit->msaa_shaders[shader_index]) {
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_mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
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return;
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}
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mem_ctx = ralloc_context(NULL);
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if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
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shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE ||
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shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
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shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
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char *sample_index;
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const char *tex_coords = "texCoords";
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if (dst_is_msaa) {
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sample_index = "gl_SampleID";
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name = "depth MSAA copy";
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if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
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/* See comment below for the color copy */
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tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
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}
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} else {
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/* From the GL 4.3 spec:
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*
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* "If there is a multisample buffer (the value of SAMPLE_BUFFERS
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* is one), then values are obtained from the depth samples in
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* this buffer. It is recommended that the depth value of the
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* centermost sample be used, though implementations may choose
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* any function of the depth sample values at each pixel.
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*
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* We're slacking and instead of choosing centermost, we've got 0.
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*/
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sample_index = "0";
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name = "depth MSAA resolve";
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}
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vs_source = ralloc_asprintf(mem_ctx,
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"#version 130\n"
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"#extension GL_ARB_explicit_attrib_location: enable\n"
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"layout(location = 0) in vec2 position;\n"
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"layout(location = 1) in %s textureCoords;\n"
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"out %s texCoords;\n"
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"void main()\n"
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"{\n"
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" texCoords = textureCoords;\n"
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" gl_Position = vec4(position, 0.0, 1.0);\n"
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"}\n",
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texcoord_type,
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texcoord_type);
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fs_source = ralloc_asprintf(mem_ctx,
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"#version 130\n"
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"#extension GL_ARB_texture_multisample : enable\n"
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"#extension GL_ARB_sample_shading : enable\n"
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"#extension GL_ARB_gpu_shader5 : enable\n"
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"uniform sampler2DMS%s texSampler;\n"
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"in %s texCoords;\n"
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"out vec4 out_color;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_FragDepth = texelFetch(texSampler, i%s(%s), %s).r;\n"
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"}\n",
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sampler_array_suffix,
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texcoord_type,
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texcoord_type,
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tex_coords,
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sample_index);
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} else {
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/* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
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* sample). Yes, this is ridiculous.
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*/
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char *sample_resolve;
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const char *merge_function;
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name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
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vec4_prefix,
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dst_is_msaa ? "copy" : "resolve");
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if (dst_is_msaa) {
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const char *tex_coords;
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if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
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/* If interpolateAtOffset is available then it will be used to
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* force the interpolation to the center. This is required at
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* least on Intel hardware because it is possible to have a sample
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* position on the 0 x or y axis which means it will lie exactly
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* on the pixel boundary. If we let the hardware interpolate the
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* coordinates at one of these positions then it is possible for
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* it to jump to a neighboring texel when converting to ints due
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* to rounding errors. This is only done for >= 16x MSAA because
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* it probably has some overhead. It is more likely that some
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* hardware will use one of these problematic positions at 16x
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* MSAA because in that case in D3D they are defined to be at
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* these positions.
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*/
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tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
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} else {
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tex_coords = "texCoords";
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}
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sample_resolve =
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ralloc_asprintf(mem_ctx,
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" out_color = texelFetch(texSampler, "
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"i%s(%s), gl_SampleID);",
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texcoord_type, tex_coords);
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merge_function = "";
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} else {
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int i;
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int step;
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if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
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/* From the OpenGL ES 3.2 spec section 16.2.1:
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*
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* "If the source formats are integer types or stencil values,
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* a single sample's value is selected for each pixel."
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*
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* The OpenGL 4.4 spec contains exactly the same language.
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*
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* We can accomplish this by making the merge function return just
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* one of the two samples. The compiler should do the rest.
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*/
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merge_function = "gvec4 merge(gvec4 a, gvec4 b) { return a; }\n";
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} else {
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/* The divide will happen at the end for floats. */
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merge_function =
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"vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
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}
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/* We're assuming power of two samples for this resolution procedure.
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*
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* To avoid losing any floating point precision if the samples all
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* happen to have the same value, we merge pairs of values at a time
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* (so the floating point exponent just gets increased), rather than
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* doing a naive sum and dividing.
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*/
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assert(util_is_power_of_two_or_zero(samples));
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/* Fetch each individual sample. */
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sample_resolve = rzalloc_size(mem_ctx, 1);
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for (i = 0; i < samples; i++) {
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ralloc_asprintf_append(&sample_resolve,
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" gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n",
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i, texcoord_type, i);
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}
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/* Now, merge each pair of samples, then merge each pair of those,
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* etc.
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*/
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for (step = 2; step <= samples; step *= 2) {
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for (i = 0; i < samples; i += step) {
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ralloc_asprintf_append(&sample_resolve,
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" gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
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step, i,
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step / 2, i,
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step / 2, i + step / 2);
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}
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}
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/* Scale the final result. */
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if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) {
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ralloc_asprintf_append(&sample_resolve,
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" out_color = sample_%d_0;\n",
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samples);
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} else {
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ralloc_asprintf_append(&sample_resolve,
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" gl_FragColor = sample_%d_0 / %f;\n",
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samples, (float)samples);
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}
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}
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vs_source = ralloc_asprintf(mem_ctx,
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"#version 130\n"
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"#extension GL_ARB_explicit_attrib_location: enable\n"
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"layout(location = 0) in vec2 position;\n"
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"layout(location = 1) in %s textureCoords;\n"
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"out %s texCoords;\n"
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"void main()\n"
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"{\n"
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" texCoords = textureCoords;\n"
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" gl_Position = vec4(position, 0.0, 1.0);\n"
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"}\n",
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texcoord_type,
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texcoord_type);
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fs_source = ralloc_asprintf(mem_ctx,
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"#version 130\n"
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"#extension GL_ARB_texture_multisample : enable\n"
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"#extension GL_ARB_sample_shading : enable\n"
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"#extension GL_ARB_gpu_shader5 : enable\n"
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"#define gvec4 %svec4\n"
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"uniform %ssampler2DMS%s texSampler;\n"
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"in %s texCoords;\n"
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"out gvec4 out_color;\n"
|
||||
"\n"
|
||||
"%s" /* merge_function */
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
"%s\n" /* sample_resolve */
|
||||
"}\n",
|
||||
vec4_prefix,
|
||||
vec4_prefix,
|
||||
sampler_array_suffix,
|
||||
texcoord_type,
|
||||
merge_function,
|
||||
sample_resolve);
|
||||
}
|
||||
|
||||
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
|
||||
&blit->msaa_shaders[shader_index]);
|
||||
|
||||
ralloc_free(mem_ctx);
|
||||
}
|
||||
|
||||
static void
|
||||
setup_glsl_blit_framebuffer(struct gl_context *ctx,
|
||||
struct blit_state *blit,
|
||||
const struct gl_framebuffer *drawFb,
|
||||
struct gl_renderbuffer *src_rb,
|
||||
GLenum target, GLenum filter,
|
||||
bool is_scaled_blit,
|
||||
GLenum target,
|
||||
bool do_depth)
|
||||
{
|
||||
unsigned texcoord_size;
|
||||
bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE ||
|
||||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
|
||||
const unsigned texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
|
||||
|
||||
/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
|
||||
assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
|
||||
|
||||
texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
|
||||
|
||||
_mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->buf_obj, true,
|
||||
2, texcoord_size, 0);
|
||||
|
||||
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,
|
||||
do_depth ? &blit->shaders_with_depth
|
||||
: &blit->shaders_without_depth);
|
||||
}
|
||||
_mesa_meta_setup_blit_shader(ctx, target, do_depth,
|
||||
do_depth ? &blit->shaders_with_depth
|
||||
: &blit->shaders_without_depth);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -428,23 +105,19 @@ blitframebuffer_texture(struct gl_context *ctx,
|
|||
const GLint dstH = abs(dstY1 - dstY0);
|
||||
const int srcW = abs(srcX1 - srcX0);
|
||||
const int srcH = abs(srcY1 - srcY0);
|
||||
bool scaled_blit = false;
|
||||
struct gl_texture_object *texObj;
|
||||
GLuint srcLevel;
|
||||
GLenum target;
|
||||
struct gl_renderbuffer *rb = readAtt->Renderbuffer;
|
||||
struct temp_texture *meta_temp_texture;
|
||||
|
||||
if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
|
||||
return false;
|
||||
assert(rb->NumSamples == 0);
|
||||
|
||||
_mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);
|
||||
|
||||
if (readAtt->Texture &&
|
||||
(readAtt->Texture->Target == GL_TEXTURE_2D ||
|
||||
readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
|
||||
readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE ||
|
||||
readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
|
||||
readAtt->Texture->Target == GL_TEXTURE_RECTANGLE)) {
|
||||
/* If there's a texture attached of a type we can handle, then just use
|
||||
* it directly.
|
||||
*/
|
||||
|
@ -472,9 +145,6 @@ blitframebuffer_texture(struct gl_context *ctx,
|
|||
if (ctx->Meta->Blit.no_ctsi_fallback)
|
||||
return false;
|
||||
|
||||
if (rb->NumSamples > 1)
|
||||
return false;
|
||||
|
||||
if (do_depth) {
|
||||
meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx);
|
||||
tex_base_format = GL_DEPTH_COMPONENT;
|
||||
|
@ -510,11 +180,8 @@ blitframebuffer_texture(struct gl_context *ctx,
|
|||
fb_tex_blit.maxLevelSave = texObj->MaxLevel;
|
||||
fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;
|
||||
|
||||
scaled_blit = dstW != srcW || dstH != srcH;
|
||||
|
||||
if (glsl_version) {
|
||||
setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, filter, scaled_blit,
|
||||
do_depth);
|
||||
setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, do_depth);
|
||||
}
|
||||
else {
|
||||
_mesa_meta_setup_ff_tnl_for_blit(ctx,
|
||||
|
@ -577,9 +244,7 @@ blitframebuffer_texture(struct gl_context *ctx,
|
|||
t1 = srcY1 / (float) texImage->Height;
|
||||
}
|
||||
else {
|
||||
assert(target == GL_TEXTURE_RECTANGLE_ARB ||
|
||||
target == GL_TEXTURE_2D_MULTISAMPLE ||
|
||||
target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
|
||||
assert(target == GL_TEXTURE_RECTANGLE_ARB);
|
||||
s0 = (float) srcX0;
|
||||
s1 = (float) srcX1;
|
||||
t0 = (float) srcY0;
|
||||
|
@ -697,8 +362,7 @@ texture_object_from_renderbuffer(struct gl_context *ctx,
|
|||
{
|
||||
struct gl_texture_image *texImage;
|
||||
struct gl_texture_object *texObj;
|
||||
const GLenum target = rb->NumSamples > 1
|
||||
? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
|
||||
const GLenum target = GL_TEXTURE_2D;
|
||||
|
||||
texObj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, target);
|
||||
texImage = _mesa_get_tex_image(ctx, texObj, target, 0);
|
||||
|
@ -720,17 +384,14 @@ static struct gl_sampler_object *
|
|||
setup_sampler(struct gl_context *ctx, struct gl_texture_object *texObj,
|
||||
GLenum target, GLenum filter, GLuint srcLevel)
|
||||
{
|
||||
struct gl_sampler_object *samp_obj;
|
||||
GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
|
||||
filter == GL_SCALED_RESOLVE_NICEST_EXT) ?
|
||||
GL_NEAREST : filter;
|
||||
struct gl_sampler_object *samp_obj =
|
||||
ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
|
||||
|
||||
samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
|
||||
if (samp_obj == NULL)
|
||||
return NULL;
|
||||
|
||||
_mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj);
|
||||
_mesa_set_sampler_filters(ctx, samp_obj, tex_filter, tex_filter);
|
||||
_mesa_set_sampler_filters(ctx, samp_obj, filter, filter);
|
||||
_mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
|
||||
samp_obj->WrapR);
|
||||
|
||||
|
@ -774,11 +435,9 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
|
|||
const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
|
||||
ctx->Extensions.ARB_fragment_shader;
|
||||
|
||||
/* Multisample texture blit support requires texture multisample. */
|
||||
if (readFb->Visual.samples > 0 &&
|
||||
!ctx->Extensions.ARB_texture_multisample) {
|
||||
/* Multisample blit is not supported. */
|
||||
if (readFb->Visual.samples > 0)
|
||||
return mask;
|
||||
}
|
||||
|
||||
/* Clip a copy of the blit coordinates. If these differ from the input
|
||||
* coordinates, then we'll set the scissor.
|
||||
|
|
Loading…
Reference in New Issue