/************************************************************************** * * 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" struct vrend_blitter_ctx { virgl_gl_context gl_context; bool initialised; GLuint vaoid; GLuint vs; GLuint vs_pos_only; GLuint fs_texfetch_col[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]; 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; 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); fprintf(stderr,"shader failed to compile\n%s\n", infolog); fprintf(stderr,"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, VS_PASSTHROUGH)) { glDeleteShader(blit_ctx->vs); blit_ctx->vs = 0; return false; } return true; } static GLuint blit_build_frag_tex_col(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, FS_TEXFETCH_COL, 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; } static GLuint blit_build_frag_tex_col_emu_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, FS_TEXFETCH_COL_ALPHA_DEST, 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; } static GLuint blit_build_frag_tex_writedepth(struct vrend_blitter_ctx *blit_ctx, int tgsi_tex_target) { GLuint fs_id; char shader_buf[4096]; int is_shad; const char *twm; 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; } snprintf(shader_buf, 4096, FS_TEXFETCH_DS, 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; } 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]; int is_shad; const char *twm; const char *ivec; switch (tgsi_tex_target) { case TGSI_TEXTURE_2D_MSAA: twm = ".xy"; ivec = "ivec2"; break; case TGSI_TEXTURE_2D_ARRAY_MSAA: twm = ".xyz"; ivec = "ivec3"; break; default: return 0; } snprintf(shader_buf, 4096, FS_TEXFETCH_DS_MSAA, vrend_shader_samplertypeconv(tgsi_tex_target, &is_shad), 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 > 1) { 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) { assert(pipe_tex_target < PIPE_MAX_TEXTURE_TYPES); if (nr_samples > 1) { return 0; } 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); *shader = blit_build_frag_tex_col(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); if (nr_samples > 1) { return 0; } else { GLuint *shader = &blit_ctx->fs_texfetch_col_emu_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_emu_alpha(blit_ctx, tgsi_tex); } 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(0, blit_ctx->gl_context); return; } blit_ctx->initialised = true; ctx_params.shared = true; ctx_params.major_ver = VREND_GL_VER_MAJOR; ctx_params.minor_ver = VREND_GL_VER_MINOR; blit_ctx->gl_context = vrend_clicbs->create_gl_context(0, &ctx_params); vrend_clicbs->make_current(0, 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); } 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_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 && 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(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); } /* implement blitting using OpenGL. */ void vrend_renderer_blit_gl(struct vrend_context *ctx, struct vrend_resource *src_res, struct vrend_resource *dst_res, const struct pipe_blit_info *info) { 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; 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); 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)); blitter_set_rectangle(blit_ctx, info->dst.box.x, info->dst.box.y, info->dst.box.x + info->dst.box.width, info->dst.box.y + info->dst.box.height, 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 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 fs_id = blit_get_frag_tex_col(blit_ctx, src_res->base.target, src_res->base.nr_samples); 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); fprintf(stderr,"got error linking\n%s\n", infolog); /* dump shaders */ glDeleteProgram(prog_id); return; } glUseProgram(prog_id); glBindFramebuffer(GL_FRAMEBUFFER_EXT, blit_ctx->fb_id); vrend_fb_bind_texture(dst_res, 0, info->dst.level, info->dst.box.z); buffers = GL_COLOR_ATTACHMENT0_EXT; glDrawBuffers(1, &buffers); glBindTexture(src_res->target, src_res->id); if (vrend_format_is_emulated_alpha(info->src.format)) glTexParameteri(src_res->target, GL_TEXTURE_SWIZZLE_R, GL_ALPHA); 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); 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(); 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; glBindFramebuffer(GL_FRAMEBUFFER_EXT, blit_ctx->fb_id); vrend_fb_bind_texture(dst_res, 0, info->dst.level, dst_z); buffers = GL_COLOR_ATTACHMENT0_EXT; glDrawBuffers(1, &buffers); blitter_set_texcoords(blit_ctx, src_res, info->src.level, info->src.box.z + src_z, 0, info->src.box.x, info->src.box.y, info->src.box.x + info->src.box.width, info->src.box.y + info->src.box.height); glBufferData(GL_ARRAY_BUFFER, sizeof(blit_ctx->vertices), blit_ctx->vertices, GL_STATIC_DRAW); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } }