Fixes an issue with blitting R8G8B8X8_UNORM buffer

Ignores alpha channel while blitting R8G8B8X8_UNIFORM colorspace.
framebuffer It would be nice to perform some code refactoring in
vrend_blitter to minimize dup code. Fixes following test:
dEQP-GLES3.functional.fbo.blit.conversion.rgb8_to_rgba8']
dEQP-GLES3.functional.fbo.blit.conversion.rgb8_to_rgb10_a2
dEQP-GLES3.functional.fbo.blit.conversion.rgb8_to_rgba4']

Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
macos/master
Robert Tarasov 7 years ago committed by Jakob Bornecrantz
parent cfb0750aa9
commit 9ed16488b2
  1. 76
      src/vrend_blitter.c
  2. 11
      src/vrend_blitter.h
  3. 3
      src/vrend_renderer.c

@ -59,6 +59,7 @@ struct vrend_blitter_ctx {
GLuint vs;
GLuint vs_pos_only;
GLuint fs_texfetch_col[PIPE_MAX_TEXTURE_TYPES];
GLuint fs_texfetch_col_ignore_alpha[PIPE_MAX_TEXTURE_TYPES];
GLuint fs_texfetch_col_emu_alpha[PIPE_MAX_TEXTURE_TYPES];
GLuint fs_texfetch_depth[PIPE_MAX_TEXTURE_TYPES];
GLuint fs_texfetch_depth_msaa[PIPE_MAX_TEXTURE_TYPES];
@ -155,6 +156,61 @@ static GLuint blit_build_frag_tex_col(struct vrend_blitter_ctx *blit_ctx, int tg
return 0;
}
return fs_id;
}
static GLuint blit_build_frag_tex_col_ignore_alpha(struct vrend_blitter_ctx *blit_ctx, int tgsi_tex_target)
{
GLuint fs_id;
char shader_buf[4096];
int is_shad;
const char *twm;
const char *ext_str = "";
switch (tgsi_tex_target) {
case TGSI_TEXTURE_1D:
case TGSI_TEXTURE_BUFFER:
twm = ".x";
break;
case TGSI_TEXTURE_1D_ARRAY:
case TGSI_TEXTURE_2D:
case TGSI_TEXTURE_RECT:
case TGSI_TEXTURE_2D_MSAA:
default:
twm = ".xy";
break;
case TGSI_TEXTURE_SHADOW1D:
case TGSI_TEXTURE_SHADOW2D:
case TGSI_TEXTURE_SHADOW1D_ARRAY:
case TGSI_TEXTURE_SHADOWRECT:
case TGSI_TEXTURE_3D:
case TGSI_TEXTURE_CUBE:
case TGSI_TEXTURE_2D_ARRAY:
case TGSI_TEXTURE_2D_ARRAY_MSAA:
twm = ".xyz";
break;
case TGSI_TEXTURE_SHADOWCUBE:
case TGSI_TEXTURE_SHADOW2D_ARRAY:
case TGSI_TEXTURE_SHADOWCUBE_ARRAY:
case TGSI_TEXTURE_CUBE_ARRAY:
twm = "";
break;
}
if (tgsi_tex_target == TGSI_TEXTURE_CUBE_ARRAY ||
tgsi_tex_target == TGSI_TEXTURE_SHADOWCUBE_ARRAY)
ext_str = "#extension GL_ARB_texture_cube_map_array : require\n";
snprintf(shader_buf, 4096, blit_ctx->use_gles ? FS_TEXFETCH_COL_IGNORE_ALPHA_GLES : FS_TEXFETCH_COL_IGNORE_ALPHA_GL,
ext_str, vrend_shader_samplertypeconv(tgsi_tex_target, &is_shad), twm, "");
fs_id = glCreateShader(GL_FRAGMENT_SHADER);
if (!build_and_check(fs_id, shader_buf)) {
glDeleteShader(fs_id);
return 0;
}
return fs_id;
}
@ -340,6 +396,24 @@ static GLuint blit_get_frag_tex_col(struct vrend_blitter_ctx *blit_ctx, int pipe
}
}
static GLuint blit_get_frag_tex_col_ignore_alpha(struct vrend_blitter_ctx *blit_ctx, int pipe_tex_target, unsigned nr_samples)
{
assert(pipe_tex_target < PIPE_MAX_TEXTURE_TYPES);
if (nr_samples > 1) {
return 0;
} else {
GLuint *shader = &blit_ctx->fs_texfetch_col_ignore_alpha[pipe_tex_target];
if (!*shader) {
unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex_target, 0);
*shader = blit_build_frag_tex_col_ignore_alpha(blit_ctx, tgsi_tex);
}
return *shader;
}
}
static GLuint blit_get_frag_tex_col_emu_alpha(struct vrend_blitter_ctx *blit_ctx, int pipe_tex_target, unsigned nr_samples)
{
assert(pipe_tex_target < PIPE_MAX_TEXTURE_TYPES);
@ -589,6 +663,8 @@ void vrend_renderer_blit_gl(struct vrend_context *ctx,
fs_id = blit_get_frag_tex_writedepth(blit_ctx, src_res->base.target, src_res->base.nr_samples);
else if (vrend_format_is_emulated_alpha(info->dst.format))
fs_id = blit_get_frag_tex_col_emu_alpha(blit_ctx, src_res->base.target, src_res->base.nr_samples);
else if (src_res->base.format == VIRGL_FORMAT_R8G8B8X8_UNORM)
fs_id = blit_get_frag_tex_col_ignore_alpha(blit_ctx, src_res->base.target, src_res->base.nr_samples);
else
fs_id = blit_get_frag_tex_col(blit_ctx, src_res->base.target, src_res->base.nr_samples);
glAttachShader(prog_id, fs_id);

@ -64,6 +64,17 @@
#define FS_TEXFETCH_COL_GL HEADER_GL FS_TEXFETCH_COL_BODY
#define FS_TEXFETCH_COL_GLES HEADER_GLES OUTFRAG_GLES FS_TEXFETCH_COL_BODY
#define FS_TEXFETCH_COL_IGNORE_ALPHA_BODY \
"%s" \
"uniform sampler%s samp;\n" \
"in vec4 tc;\n" \
"void main() {\n" \
" vec4 temp = texture(samp, tc%s)%s;\n" \
" gl_FragColor = vec4(temp.rgb, 1.0f);\n" \
"}\n"
#define FS_TEXFETCH_COL_IGNORE_ALPHA_GL HEADER_GL FS_TEXFETCH_COL_IGNORE_ALPHA_BODY
#define FS_TEXFETCH_COL_IGNORE_ALPHA_GLES HEADER_GLES OUTFRAG_GLES FS_TEXFETCH_COL_IGNORE_ALPHA_BODY
#define FS_TEXFETCH_COL_ALPHA_DEST_BODY \
"%s" \

@ -5945,6 +5945,9 @@ static void vrend_renderer_blit_int(struct vrend_context *ctx,
vrend_format_is_emulated_alpha(info->src.format))
use_gl = true;
if (info->src.format == VIRGL_FORMAT_R8G8B8X8_UNORM)
use_gl = true;
if (use_gl) {
vrend_renderer_blit_gl(ctx, src_res, dst_res, info);
vrend_clicbs->make_current(0, ctx->sub->gl_context);

Loading…
Cancel
Save