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virglrenderer/src/vrend_blitter.c

812 lines
29 KiB

/**************************************************************************
*
* 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 <stdio.h>
#include "util/u_memory.h"
#include "util/u_format.h"
#include "util/u_texture.h"
#include "vrend_shader.h"
#include "vrend_renderer.h"
#include "vrend_blitter.h"
#define DEST_SWIZZLE_SNIPPET_SIZE 64
#define BLIT_USE_GLES (1 << 0)
#define BLIT_USE_MSAA (1 << 1)
#define BLIT_USE_DEPTH (1 << 2)
struct vrend_blitter_ctx {
virgl_gl_context gl_context;
bool initialised;
bool use_gles;
GLuint vaoid;
GLuint vs;
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;
// Parameters related to the creation of fs_texfetch_col_swizzle
unsigned fs_texfetch_col_swizzle_nr_samples;
bool fs_texfetch_col_swizzle_has_swizzle;
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;
};
struct swizzle_and_type {
char *twm;
char *ivec;
bool is_array;
};
static GLint build_and_check(GLenum shader_type, const char *buf)
{
GLint param;
GLint id = glCreateShader(shader_type);
glShaderSource(id, 1, (const char **)&buf, NULL);
glCompileShader(id);
glGetShaderiv(id, GL_COMPILE_STATUS, &param);
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);
glDeleteShader(id);
return 0;
}
return id;
}
static bool link_and_check(GLuint prog_id)
{
GLint lret;
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 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 void get_swizzle(int tgsi_tex_target, unsigned flags,
struct swizzle_and_type *retval)
{
retval->twm = "";
retval->ivec = "";
retval->is_array = false;
switch (tgsi_tex_target) {
case TGSI_TEXTURE_1D:
if (flags & (BLIT_USE_GLES | BLIT_USE_DEPTH)) {
retval->twm = ".xy";
break;
}
/* fallthrough */
case TGSI_TEXTURE_BUFFER:
retval->twm = ".x";
break;
case TGSI_TEXTURE_2D_MSAA:
if (flags & BLIT_USE_MSAA) {
retval->ivec = "ivec2";
}
/* fallthrough */
case TGSI_TEXTURE_1D_ARRAY:
case TGSI_TEXTURE_2D:
case TGSI_TEXTURE_RECT:
retval->twm = ".xy";
break;
case TGSI_TEXTURE_2D_ARRAY_MSAA:
if (flags & BLIT_USE_MSAA) {
retval->ivec = "ivec3";
retval->is_array = true;
}
/* fallthrough */
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:
retval->twm = ".xyz";
break;
case TGSI_TEXTURE_SHADOWCUBE:
case TGSI_TEXTURE_SHADOW2D_ARRAY:
case TGSI_TEXTURE_SHADOWCUBE_ARRAY:
case TGSI_TEXTURE_CUBE_ARRAY:
retval->twm = "";
break;
default:
if (flags & BLIT_USE_MSAA) {
break;
}
retval->twm = ".xy";
break;
}
}
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],
int nr_samples)
{
char shader_buf[4096];
struct swizzle_and_type retval;
unsigned flags = 0;
char dest_swizzle_snippet[DEST_SWIZZLE_SNIPPET_SIZE] = "texel";
const char *ext_str = "";
bool msaa = nr_samples > 0;
if (msaa && !blit_ctx->use_gles)
ext_str = "#extension GL_ARB_texture_multisample : enable\n";
else 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 (blit_ctx->use_gles)
flags |= BLIT_USE_GLES;
if (msaa)
flags |= BLIT_USE_MSAA;
get_swizzle(tgsi_tex_target, flags, &retval);
if (swizzle)
create_dest_swizzle_snippet(swizzle, dest_swizzle_snippet);
if (msaa)
snprintf(shader_buf, 4096, blit_ctx->use_gles ?
(retval.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, retval.ivec, retval.twm, dest_swizzle_snippet);
else
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),
retval.twm, dest_swizzle_snippet);
VREND_DEBUG(dbg_blit, NULL, "-- Blit FS shader MSAA: %d -----------------\n"
"%s\n---------------------------------------\n", msaa, shader_buf);
return build_and_check(GL_FRAGMENT_SHADER, shader_buf);
}
static GLuint blit_build_frag_depth(struct vrend_blitter_ctx *blit_ctx, int tgsi_tex_target, bool msaa)
{
char shader_buf[4096];
struct swizzle_and_type retval;
unsigned flags = BLIT_USE_DEPTH;
if (msaa)
flags |= BLIT_USE_MSAA;
get_swizzle(tgsi_tex_target, flags, &retval);
if (msaa)
snprintf(shader_buf, 4096, blit_ctx->use_gles ?
(retval.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), retval.ivec, retval.twm);
else
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), retval.twm);
return build_and_check(GL_FRAGMENT_SHADER, shader_buf);
}
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);
GLuint *shader = nr_samples > 0 ? &blit_ctx->fs_texfetch_depth_msaa[pipe_tex_target]
: &blit_ctx->fs_texfetch_depth[pipe_tex_target];
if (!*shader) {
unsigned tgsi_tex = util_pipe_tex_to_tgsi_tex(pipe_tex_target, nr_samples);
*shader = blit_build_frag_depth(blit_ctx, tgsi_tex, nr_samples > 0);
}
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);
GLuint *shader;
if (needs_swizzle || nr_samples > 1) {
shader = &blit_ctx->fs_texfetch_col_swizzle;
if (*shader && (blit_ctx->fs_texfetch_col_swizzle_has_swizzle != needs_swizzle
|| blit_ctx->fs_texfetch_col_swizzle_nr_samples != nr_samples)) {
glDeleteShader(*shader);
*shader = 0;
}
blit_ctx->fs_texfetch_col_swizzle_has_swizzle = needs_swizzle;
blit_ctx->fs_texfetch_col_swizzle_nr_samples = nr_samples;
} else {
shader = &blit_ctx->fs_texfetch_col[pipe_tex_target];
}
if (!*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);
const uint8_t *swizzle = needs_swizzle ? dst_entry->swizzle : NULL;
// Integer textures are resolved using just one sample
int msaa_samples = nr_samples > 0 ? (tgsi_ret == TGSI_RETURN_TYPE_UNORM ? nr_samples : 1) : 0;
*shader = blit_build_frag_tex_col(blit_ctx, tgsi_tex, tgsi_ret,
swizzle, msaa_samples);
}
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_sync_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_sync_make_current(blit_ctx->gl_context);
glGenVertexArrays(1, &blit_ctx->vaoid);
glGenFramebuffers(1, &blit_ctx->fb_id);
glGenBuffers(1, &blit_ctx->vbo_id);
blit_ctx->vs = build_and_check(GL_VERTEX_SHADER,
blit_ctx->use_gles ? VS_PASSTHROUGH_GLES : VS_PASSTHROUGH_GL);
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);
}
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;
}
static void blitter_set_points(struct vrend_blitter_ctx *blit_ctx,
const struct pipe_blit_info *info,
struct vrend_resource *src_res,
struct vrend_resource *dst_res,
struct vrend_blitter_point *src0,
struct vrend_blitter_point *src1)
{
struct vrend_blitter_point dst0, dst1;
struct vrend_blitter_delta src0_delta, src1_delta, dst0_delta, dst1_delta;
blit_ctx->dst_width = u_minify(dst_res->base.width0, info->dst.level);
blit_ctx->dst_height = 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, NULL, "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);
}
static void vrend_set_tex_param(struct vrend_resource *src_res,
const struct pipe_blit_info *info,
bool has_texture_srgb_decode)
{
const struct vrend_format_table *src_entry =
vrend_get_format_table_entry_with_emulation(src_res->base.bind, info->src.format);
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) {
GLenum filter = info->filter == PIPE_TEX_FILTER_NEAREST ?
GL_NEAREST : GL_LINEAR;
glTexParameteri(src_res->target, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(src_res->target, GL_TEXTURE_MIN_FILTER, filter);
}
}
static void vrend_set_vertex_param(GLuint prog_id)
{
GLuint pos_loc, tc_loc;
pos_loc = glGetAttribLocation(prog_id, "arg0");
tc_loc = glGetAttribLocation(prog_id, "arg1");
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);
}
/* implement blitting using OpenGL. */
void vrend_renderer_blit_gl(MAYBE_UNUSED 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;
bool has_depth, has_stencil;
bool blit_stencil, blit_depth;
int dst_z;
struct vrend_blitter_point src0, src1;
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 *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;
vrend_renderer_init_blit_ctx(blit_ctx);
blitter_set_points(blit_ctx, info, src_res, dst_res, &src0, &src1);
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);
if(!link_and_check(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]);
vrend_set_tex_param(src_res, info, has_texture_srgb_decode);
vrend_set_vertex_param(prog_id);
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);
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);
}
}
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);
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));
}