/** * Implementation of up or downsampling for window-system MSAA miptrees. */ void brw_meta_updownsample(struct brw_context *brw, struct intel_mipmap_tree *src_mt, struct intel_mipmap_tree *dst_mt) { struct gl_context *ctx = &brw->ctx; GLuint fbos[2], src_rbo, dst_rbo, src_fbo, dst_fbo; GLenum drawbuffer; GLbitfield attachment, blit_bit; if (_mesa_get_format_base_format(src_mt->format) == GL_DEPTH_COMPONENT || _mesa_get_format_base_format(src_mt->format) == GL_DEPTH_STENCIL) { attachment = GL_DEPTH_ATTACHMENT; drawbuffer = GL_NONE; blit_bit = GL_DEPTH_BUFFER_BIT; } else { attachment = GL_COLOR_ATTACHMENT0; drawbuffer = GL_COLOR_ATTACHMENT0; blit_bit = GL_COLOR_BUFFER_BIT; } brw_emit_mi_flush(brw); _mesa_meta_begin(ctx, MESA_META_ALL); _mesa_GenFramebuffers(2, fbos); src_rbo = brw_get_rb_for_slice(brw, src_mt, 0, 0, false); dst_rbo = brw_get_rb_for_slice(brw, dst_mt, 0, 0, false); src_fbo = fbos[0]; dst_fbo = fbos[1]; _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, src_fbo); _mesa_FramebufferRenderbuffer(GL_READ_FRAMEBUFFER, attachment, GL_RENDERBUFFER, src_rbo); _mesa_ReadBuffer(drawbuffer); _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, dst_fbo); _mesa_FramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, attachment, GL_RENDERBUFFER, dst_rbo); _mesa_DrawBuffer(drawbuffer); _mesa_BlitFramebuffer(0, 0, src_mt->logical_width0, src_mt->logical_height0, 0, 0, dst_mt->logical_width0, dst_mt->logical_height0, blit_bit, GL_NEAREST); _mesa_DeleteRenderbuffers(1, &src_rbo); _mesa_DeleteRenderbuffers(1, &dst_rbo); _mesa_DeleteFramebuffers(2, fbos); _mesa_meta_end(ctx); brw_emit_mi_flush(brw); }
/** A partial implementation of glCopyImageSubData * * This is a partial implementation of glCopyImageSubData that works only * if both textures are uncompressed and the destination texture is * renderable. It uses a slight abuse of a texture view (see make_view) to * turn the source texture into the destination texture type and then uses * _mesa_meta_BlitFramebuffers to do the copy. */ bool _mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx, struct gl_texture_image *src_tex_image, struct gl_renderbuffer *src_renderbuffer, int src_x, int src_y, int src_z, struct gl_texture_image *dst_tex_image, struct gl_renderbuffer *dst_renderbuffer, int dst_x, int dst_y, int dst_z, int src_width, int src_height) { mesa_format src_format, dst_format; GLint src_internal_format, dst_internal_format; GLuint src_view_texture = 0; struct gl_texture_image *src_view_tex_image; struct gl_framebuffer *readFb; struct gl_framebuffer *drawFb = NULL; bool success = false; GLbitfield mask; GLenum status, attachment; if (src_renderbuffer) { src_format = src_renderbuffer->Format; src_internal_format = src_renderbuffer->InternalFormat; } else { assert(src_tex_image); src_format = src_tex_image->TexFormat; src_internal_format = src_tex_image->InternalFormat; } if (dst_renderbuffer) { dst_format = dst_renderbuffer->Format; dst_internal_format = dst_renderbuffer->InternalFormat; } else { assert(dst_tex_image); dst_format = dst_tex_image->TexFormat; dst_internal_format = dst_tex_image->InternalFormat; } if (_mesa_is_format_compressed(src_format)) return false; if (_mesa_is_format_compressed(dst_format)) return false; if (src_internal_format == dst_internal_format) { src_view_tex_image = src_tex_image; } else { if (src_renderbuffer) { assert(src_tex_image == NULL); src_tex_image = wrap_renderbuffer(ctx, src_renderbuffer); } if (!make_view(ctx, src_tex_image, &src_view_tex_image, &src_view_texture, dst_internal_format)) goto cleanup; } /* We really only need to stash the bound framebuffers and scissor. */ _mesa_meta_begin(ctx, MESA_META_SCISSOR); readFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF); if (readFb == NULL) goto meta_end; drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF); if (drawFb == NULL) goto meta_end; _mesa_bind_framebuffers(ctx, drawFb, readFb); switch (_mesa_get_format_base_format(src_format)) { case GL_DEPTH_COMPONENT: attachment = GL_DEPTH_ATTACHMENT; mask = GL_DEPTH_BUFFER_BIT; break; case GL_DEPTH_STENCIL: attachment = GL_DEPTH_STENCIL_ATTACHMENT; mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; break; case GL_STENCIL_INDEX: attachment = GL_STENCIL_ATTACHMENT; mask = GL_STENCIL_BUFFER_BIT; break; default: attachment = GL_COLOR_ATTACHMENT0; mask = GL_COLOR_BUFFER_BIT; _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0); _mesa_ReadBuffer(GL_COLOR_ATTACHMENT0); } if (src_view_tex_image) { /* Prefer the tex image because, even if we have a renderbuffer, we may * have had to wrap it in a texture view. */ _mesa_meta_framebuffer_texture_image(ctx, ctx->ReadBuffer, attachment, src_view_tex_image, src_z); } else { _mesa_framebuffer_renderbuffer(ctx, ctx->ReadBuffer, attachment, src_renderbuffer); } status = _mesa_check_framebuffer_status(ctx, ctx->ReadBuffer); if (status != GL_FRAMEBUFFER_COMPLETE) goto meta_end; if (dst_renderbuffer) { _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, attachment, dst_renderbuffer); } else { _mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer, attachment, dst_tex_image, dst_z); } status = _mesa_check_framebuffer_status(ctx, ctx->DrawBuffer); if (status != GL_FRAMEBUFFER_COMPLETE) goto meta_end; /* Explicitly disable sRGB encoding */ ctx->DrawBuffer->Visual.sRGBCapable = false; /* Since we've bound a new draw framebuffer, we need to update its * derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to * be correct. */ _mesa_update_state(ctx); /* We skip the core BlitFramebuffer checks for format consistency. * We have already created views to ensure that the texture formats * match. */ ctx->Driver.BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer, src_x, src_y, src_x + src_width, src_y + src_height, dst_x, dst_y, dst_x + src_width, dst_y + src_height, mask, GL_NEAREST); success = true; meta_end: _mesa_reference_framebuffer(&readFb, NULL); _mesa_reference_framebuffer(&drawFb, NULL); _mesa_meta_end(ctx); cleanup: _mesa_DeleteTextures(1, &src_view_texture); /* If we got a renderbuffer source, delete the temporary texture */ if (src_renderbuffer && src_tex_image) ctx->Driver.DeleteTexture(ctx, src_tex_image->TexObject); return success; }
/** A partial implementation of glCopyImageSubData * * This is a partial implementation of glCopyImageSubData that works only * if both textures are uncompressed and the destination texture is * renderable. It uses a slight abuse of a texture view (see make_view) to * turn the source texture into the destination texture type and then uses * _mesa_meta_BlitFramebuffers to do the copy. */ bool _mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx, struct gl_texture_image *src_tex_image, int src_x, int src_y, int src_z, struct gl_texture_image *dst_tex_image, int dst_x, int dst_y, int dst_z, int src_width, int src_height) { GLuint src_view_texture = 0; struct gl_texture_image *src_view_tex_image; GLuint fbos[2]; bool success = false; GLbitfield mask; GLenum status, attachment; if (_mesa_is_format_compressed(dst_tex_image->TexFormat)) return false; if (_mesa_is_format_compressed(src_tex_image->TexFormat)) return false; if (src_tex_image->InternalFormat == dst_tex_image->InternalFormat) { src_view_tex_image = src_tex_image; } else { if (!make_view(ctx, src_tex_image, &src_view_tex_image, &src_view_texture, dst_tex_image->InternalFormat)) goto cleanup; } /* We really only need to stash the bound framebuffers. */ _mesa_meta_begin(ctx, 0); _mesa_GenFramebuffers(2, fbos); _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]); _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]); switch (_mesa_get_format_base_format(src_tex_image->TexFormat)) { case GL_DEPTH_COMPONENT: attachment = GL_DEPTH_ATTACHMENT; mask = GL_DEPTH_BUFFER_BIT; break; case GL_DEPTH_STENCIL: attachment = GL_DEPTH_STENCIL_ATTACHMENT; mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; break; case GL_STENCIL_INDEX: attachment = GL_STENCIL_ATTACHMENT; mask = GL_STENCIL_BUFFER_BIT; break; default: attachment = GL_COLOR_ATTACHMENT0; mask = GL_COLOR_BUFFER_BIT; _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0); _mesa_ReadBuffer(GL_COLOR_ATTACHMENT0); } _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, attachment, src_view_tex_image, src_z); status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) goto meta_end; _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, attachment, dst_tex_image, dst_z); status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) goto meta_end; /* Since we've bound a new draw framebuffer, we need to update its * derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to * be correct. */ _mesa_update_state(ctx); /* We skip the core BlitFramebuffer checks for format consistency. * We have already created views to ensure that the texture formats * match. */ ctx->Driver.BlitFramebuffer(ctx, src_x, src_y, src_x + src_width, src_y + src_height, dst_x, dst_y, dst_x + src_width, dst_y + src_height, mask, GL_NEAREST); success = true; meta_end: _mesa_DeleteFramebuffers(2, fbos); _mesa_meta_end(ctx); cleanup: _mesa_DeleteTextures(1, &src_view_texture); return success; }