/************************************************************************** * * Copyright (C) 2014 Red Hat Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /* gallium blitter implementation in GL */ /* for when we can't use glBlitFramebuffer */ #include #include #include "pipe/p_shader_tokens.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_screen.h" #include "pipe/p_state.h" #include "util/u_inlines.h" #include "util/u_memory.h" #include "util/u_dual_blend.h" #include "util/u_double_list.h" #include "util/u_format.h" #include "util/u_texture.h" #include "tgsi/tgsi_parse.h" #include "vrend_object.h" #include "vrend_shader.h" #include "vrend_renderer.h" #include "vrend_blitter.h" #define DEST_SWIZZLE_SNIPPET_SIZE 64 struct vrend_blitter_ctx { virgl_gl_context gl_context; bool initialised; bool use_gles; int framebuffer_srgb_enabled; GLuint vaoid; GLuint vs; GLuint vs_pos_only; GLuint fs_texfetch_col[PIPE_MAX_TEXTURE_TYPES]; GLuint fs_texfetch_depth[PIPE_MAX_TEXTURE_TYPES]; GLuint fs_texfetch_depth_msaa[PIPE_MAX_TEXTURE_TYPES]; GLuint fs_texfetch_col_swizzle; GLuint fb_id; unsigned dst_width; unsigned dst_height; GLuint vbo_id; GLfloat vertices[4][2][4]; /**< {pos, color} or {pos, texcoord} */ }; static struct vrend_blitter_ctx vrend_blit_ctx; struct vrend_blitter_point { int x; int y; }; struct vrend_blitter_delta { int dx; int dy; }; static bool build_and_check(GLuint id, const char *buf) { GLint param; glShaderSource(id, 1, (const char **)&buf, NULL); glCompileShader(id); glGetShaderiv(id, GL_COMPILE_STATUS, ¶m); if (param == GL_FALSE) { char infolog[65536]; int len; glGetShaderInfoLog(id, 65536, &len, infolog); vrend_printf("shader failed to compile\n%s\n", infolog); vrend_printf("GLSL:\n%s\n", buf); return false; } return true; } static bool blit_build_vs_passthrough(struct vrend_blitter_ctx *blit_ctx) { blit_ctx->vs = glCreateShader(GL_VERTEX_SHADER); if (!build_and_check(blit_ctx->vs, blit_ctx->use_gles ? VS_PASSTHROUGH_GLES : VS_PASSTHROUGH_GL)) { glDeleteShader(blit_ctx->vs); blit_ctx->vs = 0; return false; } return true; } static void create_dest_swizzle_snippet(const uint8_t swizzle[4], char snippet[DEST_SWIZZLE_SNIPPET_SIZE]) { static const uint8_t invalid_swizzle = 0xff; ssize_t si = 0; uint8_t inverse[4] = {invalid_swizzle, invalid_swizzle, invalid_swizzle, invalid_swizzle}; for (int i = 0; i < 4; ++i) { if (swizzle[i] > 3) continue; if (inverse[swizzle[i]] == invalid_swizzle) inverse[swizzle[i]] = i; } for (int i = 0; i < 4; ++i) { int res = -1; if (inverse[i] > 3) { /* Use 0.0f for unused color values, 1.0f for an unused alpha value */ res = snprintf(&snippet[si], DEST_SWIZZLE_SNIPPET_SIZE - si, i < 3 ? "0.0f, " : "1.0f"); } else { res = snprintf(&snippet[si], DEST_SWIZZLE_SNIPPET_SIZE - si, "texel.%c%s", "rgba"[inverse[i]], i < 3 ? ", " : ""); } si += res > 0 ? res : 0; } } static const char *vec4_type_for_tgsi_ret(enum tgsi_return_type tgsi_ret) { switch (tgsi_ret) { case TGSI_RETURN_TYPE_SINT: return "ivec4"; case TGSI_RETURN_TYPE_UINT: return "uvec4"; default: return "vec4"; } } static enum tgsi_return_type tgsi_ret_for_format(enum virgl_formats format) { if (util_format_is_pure_uint(format)) return TGSI_RETURN_TYPE_UINT; else if (util_format_is_pure_sint(format)) return TGSI_RETURN_TYPE_SINT; return TGSI_RETURN_TYPE_UNORM; } static GLuint blit_build_frag_tex_col(struct vrend_blitter_ctx *blit_ctx, int tgsi_tex_target, enum tgsi_return_type tgsi_ret, const uint8_t swizzle[4]) { GLuint fs_id; char shader_buf[4096]; const char *twm; const char *ext_str = ""; char dest_swizzle_snippet[DEST_SWIZZLE_SNIPPET_SIZE] = "texel"; 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"; if (swizzle) create_dest_swizzle_snippet(swizzle, dest_swizzle_snippet); snprintf(shader_buf, 4096, blit_ctx->use_gles ? (tgsi_tex_target == TGSI_TEXTURE_1D ? FS_TEXFETCH_COL_GLES_1D : FS_TEXFETCH_COL_GLES): FS_TEXFETCH_COL_GL, ext_str, vec4_type_for_tgsi_ret(tgsi_ret), vrend_shader_samplerreturnconv(tgsi_ret), vrend_shader_samplertypeconv(blit_ctx->use_gles, tgsi_tex_target), twm, dest_swizzle_snippet); fs_id = glCreateShader(GL_FRAGMENT_SHADER); if (!build_and_check(fs_id, shader_buf)) { glDeleteShader(fs_id); return 0; } return fs_id; } static GLuint blit_build_frag_tex_col_msaa(struct vrend_blitter_ctx *blit_ctx, int tgsi_tex_target, enum tgsi_return_type tgsi_ret, const uint8_t swizzle[4], int nr_samples) { GLuint fs_id; char shader_buf[4096]; const char *twm; const char *ivec; char dest_swizzle_snippet[DEST_SWIZZLE_SNIPPET_SIZE] = "texel"; const char *ext_str = blit_ctx->use_gles ? "" : "#extension GL_ARB_texture_multisample : enable\n"; bool is_array = false; switch (tgsi_tex_target) { case TGSI_TEXTURE_2D_MSAA: twm = ".xy"; ivec = "ivec2"; break; case TGSI_TEXTURE_2D_ARRAY_MSAA: twm = ".xyz"; ivec = "ivec3"; is_array = true; break; default: return 0; } if (swizzle) create_dest_swizzle_snippet(swizzle, dest_swizzle_snippet); snprintf(shader_buf, 4096, blit_ctx->use_gles ? (is_array ? FS_TEXFETCH_COL_MSAA_ARRAY_GLES : FS_TEXFETCH_COL_MSAA_GLES) : FS_TEXFETCH_COL_MSAA_GL, ext_str, vec4_type_for_tgsi_ret(tgsi_ret), vrend_shader_samplerreturnconv(tgsi_ret), vrend_shader_samplertypeconv(blit_ctx->use_gles, tgsi_tex_target), nr_samples, ivec, twm, dest_swizzle_snippet); VREND_DEBUG(dbg_blit, NULL, "-- Blit FS shader MSAA -----------------\n" "%s\n---------------------------------------\n", shader_buf); fs_id = glCreateShader(GL_FRAGMENT_SHADER); if (!build_and_check(fs_id, shader_buf)) { glDeleteShader(fs_id); return 0; } return fs_id; } static GLuint blit_build_frag_tex_writedepth(struct vrend_blitter_ctx *blit_ctx, int tgsi_tex_target) { GLuint fs_id; char shader_buf[4096]; const char *twm; switch (tgsi_tex_target) { case TGSI_TEXTURE_1D: if (blit_ctx->use_gles) { twm=".xy"; break; } /* fallthrough */ 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; } snprintf(shader_buf, 4096, blit_ctx->use_gles ? FS_TEXFETCH_DS_GLES : FS_TEXFETCH_DS_GL, vrend_shader_samplertypeconv(blit_ctx->use_gles, tgsi_tex_target), twm); fs_id = glCreateShader(GL_FRAGMENT_SHADER); if (!build_and_check(fs_id, shader_buf)) { glDeleteShader(fs_id); return 0; } return fs_id; } static GLuint blit_build_frag_blit_msaa_depth(struct vrend_blitter_ctx *blit_ctx, int tgsi_tex_target) { GLuint fs_id; char shader_buf[4096]; const char *twm; const char *ivec; bool is_array = false; switch (tgsi_tex_target) { case TGSI_TEXTURE_2D_MSAA: twm = ".xy"; ivec = "ivec2"; break; case TGSI_TEXTURE_2D_ARRAY_MSAA: twm = ".xyz"; ivec = "ivec3"; is_array = true; break; default: return 0; } snprintf(shader_buf, 4096, blit_ctx->use_gles ? (is_array ? FS_TEXFETCH_DS_MSAA_ARRAY_GLES : FS_TEXFETCH_DS_MSAA_GLES) : FS_TEXFETCH_DS_MSAA_GL, vrend_shader_samplertypeconv(blit_ctx->use_gles, tgsi_tex_target), ivec, twm); fs_id = glCreateShader(GL_FRAGMENT_SHADER); if (!build_and_check(fs_id, shader_buf)) { glDeleteShader(fs_id); return 0; } return fs_id; } static GLuint blit_get_frag_tex_writedepth(struct vrend_blitter_ctx *blit_ctx, int pipe_tex_target, unsigned nr_samples) { assert(pipe_tex_target < PIPE_MAX_TEXTURE_TYPES); if (nr_samples > 0) { GLuint *shader = &blit_ctx->fs_texfetch_depth_msaa[pipe_tex_target]; if (!*shader) { unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex_target, nr_samples); *shader = blit_build_frag_blit_msaa_depth(blit_ctx, tgsi_tex); } return *shader; } else { GLuint *shader = &blit_ctx->fs_texfetch_depth[pipe_tex_target]; if (!*shader) { unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex_target, 0); *shader = blit_build_frag_tex_writedepth(blit_ctx, tgsi_tex); } return *shader; } } static GLuint blit_get_frag_tex_col(struct vrend_blitter_ctx *blit_ctx, int pipe_tex_target, unsigned nr_samples, const struct vrend_format_table *src_entry, const struct vrend_format_table *dst_entry, bool skip_dest_swizzle) { assert(pipe_tex_target < PIPE_MAX_TEXTURE_TYPES); bool needs_swizzle = !skip_dest_swizzle && (dst_entry->flags & VIRGL_TEXTURE_NEED_SWIZZLE); if (needs_swizzle || nr_samples > 1) { const uint8_t *swizzle = needs_swizzle ? dst_entry->swizzle : NULL; GLuint *shader = &blit_ctx->fs_texfetch_col_swizzle; if (shader) { glDeleteShader(*shader); } unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex_target, nr_samples); enum tgsi_return_type tgsi_ret = tgsi_ret_for_format(src_entry->format); if (nr_samples > 0) { // Integer textures are resolved using just one sample int msaa_samples = tgsi_ret == TGSI_RETURN_TYPE_UNORM ? nr_samples : 1; *shader = blit_build_frag_tex_col_msaa(blit_ctx, tgsi_tex, tgsi_ret, swizzle, msaa_samples); } else { *shader = blit_build_frag_tex_col(blit_ctx, tgsi_tex, tgsi_ret, swizzle); } return *shader; } else { GLuint *shader = &blit_ctx->fs_texfetch_col[pipe_tex_target]; if (!*shader) { unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex_target, 0); enum tgsi_return_type tgsi_ret = tgsi_ret_for_format(src_entry->format); *shader = blit_build_frag_tex_col(blit_ctx, tgsi_tex, tgsi_ret, NULL); } return *shader; } } static void vrend_renderer_init_blit_ctx(struct vrend_blitter_ctx *blit_ctx) { struct virgl_gl_ctx_param ctx_params; int i; if (blit_ctx->initialised) { vrend_clicbs->make_current(blit_ctx->gl_context); return; } blit_ctx->initialised = true; blit_ctx->use_gles = epoxy_is_desktop_gl() == 0; ctx_params.shared = true; for (uint32_t i = 0; i < ARRAY_SIZE(gl_versions); i++) { ctx_params.major_ver = gl_versions[i].major; ctx_params.minor_ver = gl_versions[i].minor; blit_ctx->gl_context = vrend_clicbs->create_gl_context(0, &ctx_params); if (blit_ctx->gl_context) break; } vrend_clicbs->make_current(blit_ctx->gl_context); glGenVertexArrays(1, &blit_ctx->vaoid); glGenFramebuffers(1, &blit_ctx->fb_id); glGenBuffers(1, &blit_ctx->vbo_id); blit_build_vs_passthrough(blit_ctx); for (i = 0; i < 4; i++) blit_ctx->vertices[i][0][3] = 1; /*v.w*/ glBindVertexArray(blit_ctx->vaoid); glBindBuffer(GL_ARRAY_BUFFER, blit_ctx->vbo_id); if (!blit_ctx->use_gles) glEnable(GL_FRAMEBUFFER_SRGB); blit_ctx->framebuffer_srgb_enabled = true; } static inline GLenum convert_mag_filter(unsigned int filter) { if (filter == PIPE_TEX_FILTER_NEAREST) return GL_NEAREST; return GL_LINEAR; } static void blitter_set_dst_dim(struct vrend_blitter_ctx *blit_ctx, unsigned width, unsigned height) { blit_ctx->dst_width = width; blit_ctx->dst_height = height; } static void blitter_set_rectangle(struct vrend_blitter_ctx *blit_ctx, int x1, int y1, int x2, int y2, float depth) { int i; /* set vertex positions */ blit_ctx->vertices[0][0][0] = (float)x1 / blit_ctx->dst_width * 2.0f - 1.0f; /*v0.x*/ blit_ctx->vertices[0][0][1] = (float)y1 / blit_ctx->dst_height * 2.0f - 1.0f; /*v0.y*/ blit_ctx->vertices[1][0][0] = (float)x2 / blit_ctx->dst_width * 2.0f - 1.0f; /*v1.x*/ blit_ctx->vertices[1][0][1] = (float)y1 / blit_ctx->dst_height * 2.0f - 1.0f; /*v1.y*/ blit_ctx->vertices[2][0][0] = (float)x2 / blit_ctx->dst_width * 2.0f - 1.0f; /*v2.x*/ blit_ctx->vertices[2][0][1] = (float)y2 / blit_ctx->dst_height * 2.0f - 1.0f; /*v2.y*/ blit_ctx->vertices[3][0][0] = (float)x1 / blit_ctx->dst_width * 2.0f - 1.0f; /*v3.x*/ blit_ctx->vertices[3][0][1] = (float)y2 / blit_ctx->dst_height * 2.0f - 1.0f; /*v3.y*/ for (i = 0; i < 4; i++) blit_ctx->vertices[i][0][2] = depth; /*z*/ glViewport(0, 0, blit_ctx->dst_width, blit_ctx->dst_height); } static void get_texcoords(struct vrend_blitter_ctx *blit_ctx, struct vrend_resource *src_res, int src_level, int x1, int y1, int x2, int y2, float out[4]) { bool normalized = (src_res->base.target != PIPE_TEXTURE_RECT || blit_ctx->use_gles) && src_res->base.nr_samples < 1; if (normalized) { out[0] = x1 / (float)u_minify(src_res->base.width0, src_level); out[1] = y1 / (float)u_minify(src_res->base.height0, src_level); out[2] = x2 / (float)u_minify(src_res->base.width0, src_level); out[3] = y2 / (float)u_minify(src_res->base.height0, src_level); } else { out[0] = (float) x1; out[1] = (float) y1; out[2] = (float) x2; out[3] = (float) y2; } } static void set_texcoords_in_vertices(const float coord[4], float *out, unsigned stride) { out[0] = coord[0]; /*t0.s*/ out[1] = coord[1]; /*t0.t*/ out += stride; out[0] = coord[2]; /*t1.s*/ out[1] = coord[1]; /*t1.t*/ out += stride; out[0] = coord[2]; /*t2.s*/ out[1] = coord[3]; /*t2.t*/ out += stride; out[0] = coord[0]; /*t3.s*/ out[1] = coord[3]; /*t3.t*/ } static void blitter_set_texcoords(struct vrend_blitter_ctx *blit_ctx, struct vrend_resource *src_res, int level, float layer, unsigned sample, int x1, int y1, int x2, int y2) { float coord[4]; float face_coord[4][2]; int i; get_texcoords(blit_ctx, src_res, level, x1, y1, x2, y2, coord); if (src_res->base.target == PIPE_TEXTURE_CUBE || src_res->base.target == PIPE_TEXTURE_CUBE_ARRAY) { set_texcoords_in_vertices(coord, &face_coord[0][0], 2); util_map_texcoords2d_onto_cubemap((unsigned)layer % 6, /* pointer, stride in floats */ &face_coord[0][0], 2, &blit_ctx->vertices[0][1][0], 8, FALSE); } else { set_texcoords_in_vertices(coord, &blit_ctx->vertices[0][1][0], 8); } switch (src_res->base.target) { case PIPE_TEXTURE_3D: { float r = layer / (float)u_minify(src_res->base.depth0, level); for (i = 0; i < 4; i++) blit_ctx->vertices[i][1][2] = r; /*r*/ } break; case PIPE_TEXTURE_1D_ARRAY: for (i = 0; i < 4; i++) blit_ctx->vertices[i][1][1] = (float) layer; /*t*/ break; case PIPE_TEXTURE_2D_ARRAY: for (i = 0; i < 4; i++) { blit_ctx->vertices[i][1][2] = (float) layer; /*r*/ blit_ctx->vertices[i][1][3] = (float) sample; /*q*/ } break; case PIPE_TEXTURE_CUBE_ARRAY: for (i = 0; i < 4; i++) blit_ctx->vertices[i][1][3] = (float) ((unsigned)layer / 6); /*w*/ break; case PIPE_TEXTURE_2D: for (i = 0; i < 4; i++) { blit_ctx->vertices[i][1][3] = (float) sample; /*r*/ } break; default:; } } #if 0 static void set_dsa_keep_depth_stencil(void) { glDisable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); } #endif static void set_dsa_write_depth_keep_stencil(void) { glDisable(GL_STENCIL_TEST); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glDepthMask(GL_TRUE); } static inline GLenum to_gl_swizzle(int swizzle) { switch (swizzle) { case PIPE_SWIZZLE_RED: return GL_RED; case PIPE_SWIZZLE_GREEN: return GL_GREEN; case PIPE_SWIZZLE_BLUE: return GL_BLUE; case PIPE_SWIZZLE_ALPHA: return GL_ALPHA; case PIPE_SWIZZLE_ZERO: return GL_ZERO; case PIPE_SWIZZLE_ONE: return GL_ONE; default: assert(0); return 0; } } /* Calculate the delta required to keep 'v' within [0, max] */ static int calc_delta_for_bound(int v, int max) { int delta = 0; if (v < 0) delta = -v; else if (v > max) delta = - (v - max); return delta; } /* Calculate the deltas for the source blit region points in order to bound * them within the source resource extents */ static void calc_src_deltas_for_bounds(struct vrend_resource *src_res, const struct pipe_blit_info *info, struct vrend_blitter_delta *src0_delta, struct vrend_blitter_delta *src1_delta) { int max_x = u_minify(src_res->base.width0, info->src.level) - 1; int max_y = u_minify(src_res->base.height0, info->src.level) - 1; /* Whether the bounds for the coordinates of a point are inclusive or * exclusive depends on the direction of the blit read. Adjust the max * bounds accordingly, with an adjustment of 0 for inclusive, and 1 for * exclusive. */ int src0_x_excl = info->src.box.width < 0; int src0_y_excl = info->src.box.height < 0; src0_delta->dx = calc_delta_for_bound(info->src.box.x, max_x + src0_x_excl); src0_delta->dy = calc_delta_for_bound(info->src.box.y, max_y + src0_y_excl); src1_delta->dx = calc_delta_for_bound(info->src.box.x + info->src.box.width, max_x + !src0_x_excl); src1_delta->dy = calc_delta_for_bound(info->src.box.y + info->src.box.height, max_y + !src0_y_excl); } /* Calculate dst delta values to adjust the dst points for any changes in the * src points */ static void calc_dst_deltas_from_src(const struct pipe_blit_info *info, const struct vrend_blitter_delta *src0_delta, const struct vrend_blitter_delta *src1_delta, struct vrend_blitter_delta *dst0_delta, struct vrend_blitter_delta *dst1_delta) { float scale_x = (float)info->dst.box.width / (float)info->src.box.width; float scale_y = (float)info->dst.box.height / (float)info->src.box.height; dst0_delta->dx = src0_delta->dx * scale_x; dst0_delta->dy = src0_delta->dy * scale_y; dst1_delta->dx = src1_delta->dx * scale_x; dst1_delta->dy = src1_delta->dy * scale_y; } /* implement blitting using OpenGL. */ void vrend_renderer_blit_gl(struct vrend_context *ctx, struct vrend_resource *src_res, struct vrend_resource *dst_res, GLenum blit_views[2], const struct pipe_blit_info *info, bool has_texture_srgb_decode, bool has_srgb_write_control, bool skip_dest_swizzle) { struct vrend_blitter_ctx *blit_ctx = &vrend_blit_ctx; GLuint buffers; GLuint prog_id; GLuint fs_id; GLint lret; GLenum filter; GLuint pos_loc, tc_loc; GLuint samp_loc; bool has_depth, has_stencil; bool blit_stencil, blit_depth; int dst_z; struct vrend_blitter_delta src0_delta, src1_delta, dst0_delta, dst1_delta; struct vrend_blitter_point src0, src1, dst0, dst1; const struct util_format_description *src_desc = util_format_description(src_res->base.format); const struct util_format_description *dst_desc = util_format_description(dst_res->base.format); const struct vrend_format_table *src_entry = vrend_get_format_table_entry_with_emulation(src_res->base.bind, info->src.format); const struct vrend_format_table *orig_src_entry = vrend_get_format_table_entry(info->src.format); const struct vrend_format_table *dst_entry = vrend_get_format_table_entry_with_emulation(dst_res->base.bind, info->dst.format); has_depth = util_format_has_depth(src_desc) && util_format_has_depth(dst_desc); has_stencil = util_format_has_stencil(src_desc) && util_format_has_stencil(dst_desc); blit_depth = has_depth && (info->mask & PIPE_MASK_Z); blit_stencil = has_stencil && (info->mask & PIPE_MASK_S) & 0; filter = convert_mag_filter(info->filter); vrend_renderer_init_blit_ctx(blit_ctx); blitter_set_dst_dim(blit_ctx, u_minify(dst_res->base.width0, info->dst.level), u_minify(dst_res->base.height0, info->dst.level)); /* Calculate src and dst points taking deltas into account */ calc_src_deltas_for_bounds(src_res, info, &src0_delta, &src1_delta); calc_dst_deltas_from_src(info, &src0_delta, &src1_delta, &dst0_delta, &dst1_delta); src0.x = info->src.box.x + src0_delta.dx; src0.y = info->src.box.y + src0_delta.dy; src1.x = info->src.box.x + info->src.box.width + src1_delta.dx; src1.y = info->src.box.y + info->src.box.height + src1_delta.dy; dst0.x = info->dst.box.x + dst0_delta.dx; dst0.y = info->dst.box.y + dst0_delta.dy; dst1.x = info->dst.box.x + info->dst.box.width + dst1_delta.dx; dst1.y = info->dst.box.y + info->dst.box.height + dst1_delta.dy; VREND_DEBUG(dbg_blit, ctx, "Blitter src:[%3d, %3d] - [%3d, %3d] to dst:[%3d, %3d] - [%3d, %3d]\n", src0.x, src0.y, src1.x, src1.y, dst0.x, dst0.y, dst1.x, dst1.y); blitter_set_rectangle(blit_ctx, dst0.x, dst0.y, dst1.x, dst1.y, 0); prog_id = glCreateProgram(); glAttachShader(prog_id, blit_ctx->vs); if (blit_depth || blit_stencil) { fs_id = blit_get_frag_tex_writedepth(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, orig_src_entry, dst_entry, skip_dest_swizzle); } glAttachShader(prog_id, fs_id); glLinkProgram(prog_id); glGetProgramiv(prog_id, GL_LINK_STATUS, &lret); if (lret == GL_FALSE) { char infolog[65536]; int len; glGetProgramInfoLog(prog_id, 65536, &len, infolog); vrend_printf("got error linking\n%s\n", infolog); /* dump shaders */ glDeleteProgram(prog_id); return; } glUseProgram(prog_id); glBindFramebuffer(GL_FRAMEBUFFER, blit_ctx->fb_id); vrend_fb_bind_texture_id(dst_res, blit_views[1], 0, info->dst.level, info->dst.box.z); buffers = GL_COLOR_ATTACHMENT0; glDrawBuffers(1, &buffers); glBindTexture(src_res->target, blit_views[0]); if (src_entry->flags & VIRGL_TEXTURE_NEED_SWIZZLE) { glTexParameteri(src_res->target, GL_TEXTURE_SWIZZLE_R, to_gl_swizzle(src_entry->swizzle[0])); glTexParameteri(src_res->target, GL_TEXTURE_SWIZZLE_G, to_gl_swizzle(src_entry->swizzle[1])); glTexParameteri(src_res->target, GL_TEXTURE_SWIZZLE_B, to_gl_swizzle(src_entry->swizzle[2])); glTexParameteri(src_res->target, GL_TEXTURE_SWIZZLE_A, to_gl_swizzle(src_entry->swizzle[3])); } /* Just make sure that no stale state disabled decoding */ if (has_texture_srgb_decode && util_format_is_srgb(info->src.format) && src_res->base.nr_samples < 1) glTexParameteri(src_res->target, GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT); if (src_res->base.nr_samples < 1) { glTexParameteri(src_res->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(src_res->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(src_res->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); } glTexParameteri(src_res->target, GL_TEXTURE_BASE_LEVEL, info->src.level); glTexParameteri(src_res->target, GL_TEXTURE_MAX_LEVEL, info->src.level); if (src_res->base.nr_samples < 1) { glTexParameterf(src_res->target, GL_TEXTURE_MAG_FILTER, filter); glTexParameterf(src_res->target, GL_TEXTURE_MIN_FILTER, filter); } pos_loc = glGetAttribLocation(prog_id, "arg0"); tc_loc = glGetAttribLocation(prog_id, "arg1"); samp_loc = glGetUniformLocation(prog_id, "samp"); glUniform1i(samp_loc, 0); glVertexAttribPointer(pos_loc, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0); glVertexAttribPointer(tc_loc, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(4 * sizeof(float))); glEnableVertexAttribArray(pos_loc); glEnableVertexAttribArray(tc_loc); set_dsa_write_depth_keep_stencil(); if (info->scissor_enable) { glScissor(info->scissor.minx, info->scissor.miny, info->scissor.maxx - info->scissor.minx, info->scissor.maxy - info->scissor.miny); glEnable(GL_SCISSOR_TEST); } else glDisable(GL_SCISSOR_TEST); for (dst_z = 0; dst_z < info->dst.box.depth; dst_z++) { float dst2src_scale = info->src.box.depth / (float)info->dst.box.depth; float dst_offset = ((info->src.box.depth - 1) - (info->dst.box.depth - 1) * dst2src_scale) * 0.5; float src_z = (dst_z + dst_offset) * dst2src_scale; uint32_t layer = (dst_res->target == GL_TEXTURE_CUBE_MAP) ? info->dst.box.z : dst_z; glBindFramebuffer(GL_FRAMEBUFFER, blit_ctx->fb_id); vrend_fb_bind_texture_id(dst_res, blit_views[1], 0, info->dst.level, layer); if (has_srgb_write_control) { if (util_format_is_srgb(info->dst.format) || util_format_is_srgb(info->src.format)) { VREND_DEBUG(dbg_blit, ctx, "%s: Enable GL_FRAMEBUFFER_SRGB\n", __func__); glEnable(GL_FRAMEBUFFER_SRGB); } else { VREND_DEBUG(dbg_blit, ctx, "%s: Disable GL_FRAMEBUFFER_SRGB\n", __func__); glDisable(GL_FRAMEBUFFER_SRGB); } } buffers = GL_COLOR_ATTACHMENT0; glDrawBuffers(1, &buffers); blitter_set_texcoords(blit_ctx, src_res, info->src.level, info->src.box.z + src_z, 0, src0.x, src0.y, src1.x, src1.y); glBufferData(GL_ARRAY_BUFFER, sizeof(blit_ctx->vertices), blit_ctx->vertices, GL_STATIC_DRAW); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } glUseProgram(0); glDeleteProgram(prog_id); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glBindTexture(src_res->target, 0); } void vrend_blitter_fini(void) { vrend_blit_ctx.initialised = false; vrend_clicbs->destroy_gl_context(vrend_blit_ctx.gl_context); memset(&vrend_blit_ctx, 0, sizeof(vrend_blit_ctx)); }