vrend: Work around multi-sample glBlitFramebuffer limitations on GLES

On GLES a multi-sample FBO region can only be blit to an non multi-sample
region if the source and the target rectangle are the same. The fallback
using GL and shaders doesn't work if a stencil buffer is involved, because
writing to a stencil buffer from a shader is usually not supported (i.e.
the extension ARB_shader_stencil_export is not available).

Implement a workaround for this case and also the case when the depth
buffer is involved by first blitting the complete multi-sample FBO to an
intermediate, non multi-sample FBO, and apply the region blit to the
actual target FBO afterwards.

Fixes:
  dEQP-GLES3.functional.fbo.invalidate.sub.unbind_blit_msaa_color
  dEQP-GLES3.functional.fbo.invalidate.sub.unbind_blit_msaa_depth
  dEQP-GLES3.functional.fbo.invalidate.sub.unbind_blit_msaa_stencil
  dEQP-GLES3.functional.fbo.invalidate.whole.unbind_blit_msaa_color
  dEQP-GLES3.functional.fbo.invalidate.whole.unbind_blit_msaa_depth
  dEQP-GLES3.functional.fbo.invalidate.whole.unbind_blit_msaa_stencil

v2: * Replace allocation via the formerly extracted resource allocation
      funtion with allocating the texture via the newly extracted methods
      to copy the texture parameters and allocate the texture.
    * in the intermediate blit use the minified size that corresonds
      to the layer to be copied

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
macos/master
Gert Wollny 6 years ago committed by Dave Airlie
parent 167e3ccbb9
commit 3bb6a9a909
  1. 72
      src/vrend_renderer.c

@ -6273,6 +6273,9 @@ static void vrend_renderer_blit_int(struct vrend_context *ctx,
GLenum filter;
int n_layers = 1, i;
bool use_gl = false;
bool make_intermediate_copy = false;
GLuint intermediate_fbo = 0;
struct vrend_resource *intermediate_copy = 0;
filter = convert_mag_filter(info->filter);
@ -6359,6 +6362,51 @@ static void vrend_renderer_blit_int(struct vrend_context *ctx,
} else
glDisable(GL_SCISSOR_TEST);
/* An GLES GL_INVALID_OPERATION is generated if one wants to blit from a
* multi-sample fbo to a non multi-sample fbo and the source and destination
* rectangles are not defined with the same (X0, Y0) and (X1, Y1) bounds.
*
* Since stencil data can only be written in a fragment shader when
* ARB_shader_stencil_export is available, the workaround using GL as given
* above is usually not available. Instead, to work around the blit
* limitations on GLES first copy the full frame to a non-multisample
* surface and then copy the according area to the final target surface.
*/
if (vrend_state.use_gles &&
(info->mask & PIPE_MASK_ZS) &&
((src_res->base.nr_samples > 1) &&
(src_res->base.nr_samples != dst_res->base.nr_samples)) &&
((info->src.box.x != info->dst.box.x) ||
(src_y1 != dst_y1) ||
(info->src.box.width != info->dst.box.width) ||
(src_y2 != dst_y2))) {
make_intermediate_copy = true;
/* Create a texture that is the same like the src_res texture, but
* without multi-sample */
struct vrend_renderer_resource_create_args args;
memset(&args, 0, sizeof(struct vrend_renderer_resource_create_args));
args.width = src_res->base.width0;
args.height = src_res->base.height0;
args.depth = src_res->base.depth0;
args.format = src_res->base.format;
args.target = src_res->base.target;
args.last_level = src_res->base.last_level;
args.array_size = src_res->base.array_size;
intermediate_copy = (struct vrend_resource *)CALLOC_STRUCT(vrend_texture);
vrend_renderer_resource_copy_args(&args, intermediate_copy);
vrend_renderer_resource_allocate_texture(intermediate_copy);
glGenFramebuffers(1, &intermediate_fbo);
} else {
/* If no intermediate copy is needed make the variables point to the
* original source to simplify the code below.
*/
intermediate_fbo = ctx->sub->blit_fb_ids[0];
intermediate_copy = src_res;
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->sub->blit_fb_ids[0]);
if (info->mask & PIPE_MASK_RGBA)
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
@ -6377,16 +6425,28 @@ static void vrend_renderer_blit_int(struct vrend_context *ctx,
n_layers = info->dst.box.depth;
for (i = 0; i < n_layers; i++) {
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->sub->blit_fb_ids[0]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
vrend_fb_bind_texture(src_res, 0, info->src.level, info->src.box.z + i);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->sub->blit_fb_ids[1]);
if (make_intermediate_copy) {
int level_width = u_minify(src_res->base.width0, info->src.level);
int level_height = u_minify(src_res->base.width0, info->src.level);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, intermediate_fbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, 0, 0);
vrend_fb_bind_texture(intermediate_copy, 0, info->src.level, info->src.box.z + i);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediate_fbo);
glBindFramebuffer(GL_READ_FRAMEBUFFER, ctx->sub->blit_fb_ids[0]);
glBlitFramebuffer(0, 0, level_width, level_height,
0, 0, level_width, level_height,
glmask, filter);
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->sub->blit_fb_ids[1]);
vrend_fb_bind_texture(dst_res, 0, info->dst.level, info->dst.box.z + i);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ctx->sub->blit_fb_ids[1]);
glBindFramebuffer(GL_READ_FRAMEBUFFER, ctx->sub->blit_fb_ids[0]);
glBindFramebuffer(GL_READ_FRAMEBUFFER, intermediate_fbo);
glBlitFramebuffer(info->src.box.x,
src_y1,
@ -6399,6 +6459,10 @@ static void vrend_renderer_blit_int(struct vrend_context *ctx,
glmask, filter);
}
if (make_intermediate_copy) {
vrend_renderer_resource_destroy(intermediate_copy, false);
glDeleteFramebuffers(1, &intermediate_fbo);
}
}
void vrend_renderer_blit(struct vrend_context *ctx,

Loading…
Cancel
Save