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author | wolfbeast <mcwerewolf@gmail.com> | 2018-07-11 18:11:13 +0200 |
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committer | wolfbeast <mcwerewolf@gmail.com> | 2018-07-11 18:11:13 +0200 |
commit | 4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0 (patch) | |
tree | f000dd831240707a03b8c806db292c2a15cde3ce /gfx/angle/src/libANGLE/renderer/gl/BlitGL.cpp | |
parent | 3b7ffb477eec078c7036c92c6a51bb5de6de4f28 (diff) | |
download | UXP-4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0.tar UXP-4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0.tar.gz UXP-4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0.tar.lz UXP-4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0.tar.xz UXP-4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0.zip |
Roll back to ANGLE/2845
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/gl/BlitGL.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/gl/BlitGL.cpp | 274 |
1 files changed, 46 insertions, 228 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/gl/BlitGL.cpp b/gfx/angle/src/libANGLE/renderer/gl/BlitGL.cpp index b181822ff..0a624dcb1 100755 --- a/gfx/angle/src/libANGLE/renderer/gl/BlitGL.cpp +++ b/gfx/angle/src/libANGLE/renderer/gl/BlitGL.cpp @@ -30,7 +30,7 @@ gl::Error CheckCompileStatus(const rx::FunctionsGL *functions, GLuint shader) return gl::Error(GL_OUT_OF_MEMORY, "Failed to compile internal blit shader."); } - return gl::NoError(); + return gl::Error(GL_NO_ERROR); } gl::Error CheckLinkStatus(const rx::FunctionsGL *functions, GLuint program) @@ -43,7 +43,7 @@ gl::Error CheckLinkStatus(const rx::FunctionsGL *functions, GLuint program) return gl::Error(GL_OUT_OF_MEMORY, "Failed to link internal blit program."); } - return gl::NoError(); + return gl::Error(GL_NO_ERROR); } } // anonymous namespace @@ -58,9 +58,6 @@ BlitGL::BlitGL(const FunctionsGL *functions, mWorkarounds(workarounds), mStateManager(stateManager), mBlitProgram(0), - mSourceTextureLocation(-1), - mScaleLocation(-1), - mOffsetLocation(-1), mScratchFBO(0), mVAO(0) { @@ -133,7 +130,11 @@ gl::Error BlitGL::copySubImageToLUMAWorkaroundTexture(GLuint texture, const gl::Rectangle &sourceArea, const gl::Framebuffer *source) { - ANGLE_TRY(initializeResources()); + gl::Error error = initializeResources(); + if (error.isError()) + { + return error; + } // Blit the framebuffer to the first scratch texture const FramebufferGL *sourceFramebufferGL = GetImplAs<FramebufferGL>(source); @@ -145,6 +146,7 @@ gl::Error BlitGL::copySubImageToLUMAWorkaroundTexture(GLuint texture, const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(copyTexImageFormat.internalFormat); + mStateManager->activeTexture(0); mStateManager->bindTexture(GL_TEXTURE_2D, mScratchTextures[0]); mFunctions->copyTexImage2D(GL_TEXTURE_2D, 0, copyTexImageFormat.internalFormat, sourceArea.x, sourceArea.y, sourceArea.width, sourceArea.height, 0); @@ -169,6 +171,7 @@ gl::Error BlitGL::copySubImageToLUMAWorkaroundTexture(GLuint texture, mScratchTextures[1], 0); // Render to the destination texture, sampling from the scratch texture + mStateManager->useProgram(mBlitProgram); mStateManager->setViewport(gl::Rectangle(0, 0, sourceArea.width, sourceArea.height)); mStateManager->setScissorTestEnabled(false); mStateManager->setDepthRange(0.0f, 1.0f); @@ -183,192 +186,16 @@ gl::Error BlitGL::copySubImageToLUMAWorkaroundTexture(GLuint texture, mStateManager->setRasterizerDiscardEnabled(false); mStateManager->bindTexture(GL_TEXTURE_2D, mScratchTextures[0]); - setScratchTextureParameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST); - setScratchTextureParameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST); - mStateManager->activeTexture(0); - mStateManager->bindTexture(GL_TEXTURE_2D, mScratchTextures[0]); - - mStateManager->useProgram(mBlitProgram); - mFunctions->uniform1i(mSourceTextureLocation, 0); - mFunctions->uniform2f(mScaleLocation, 1.0, 1.0); - mFunctions->uniform2f(mOffsetLocation, 0.0, 0.0); - mStateManager->bindVertexArray(mVAO, 0); - mFunctions->drawArrays(GL_TRIANGLES, 0, 3); + mFunctions->drawArrays(GL_TRIANGLES, 0, 6); - // Copy the swizzled texture to the destination texture + // Finally, copy the swizzled texture to the destination texture mStateManager->bindTexture(textureType, texture); mFunctions->copyTexSubImage2D(target, static_cast<GLint>(level), destOffset.x, destOffset.y, 0, 0, sourceArea.width, sourceArea.height); - // Finally orphan the scratch textures so they can be GCed by the driver. - orphanScratchTextures(); - - return gl::NoError(); -} - -gl::Error BlitGL::blitColorBufferWithShader(const gl::Framebuffer *source, - const gl::Framebuffer *dest, - const gl::Rectangle &sourceAreaIn, - const gl::Rectangle &destAreaIn, - GLenum filter) -{ - ANGLE_TRY(initializeResources()); - - // Normalize the destination area to have positive width and height because we will use - // glViewport to set it, which doesn't allow negative width or height. - gl::Rectangle sourceArea = sourceAreaIn; - gl::Rectangle destArea = destAreaIn; - if (destArea.width < 0) - { - destArea.x += destArea.width; - destArea.width = -destArea.width; - sourceArea.x += sourceArea.width; - sourceArea.width = -sourceArea.width; - } - if (destArea.height < 0) - { - destArea.y += destArea.height; - destArea.height = -destArea.height; - sourceArea.y += sourceArea.height; - sourceArea.height = -sourceArea.height; - } - - const gl::FramebufferAttachment *readAttachment = source->getReadColorbuffer(); - ASSERT(readAttachment->getSamples() <= 1); - - // Compute the part of the source that will be sampled. - gl::Rectangle inBoundsSource; - { - gl::Extents sourceSize = readAttachment->getSize(); - gl::Rectangle sourceBounds(0, 0, sourceSize.width, sourceSize.height); - gl::ClipRectangle(sourceArea, sourceBounds, &inBoundsSource); - - // Note that inBoundsSource will have lost the orientation information. - ASSERT(inBoundsSource.width >= 0 && inBoundsSource.height >= 0); - - // Early out when the sampled part is empty as the blit will be a noop, - // and it prevents a division by zero in later computations. - if (inBoundsSource.width == 0 || inBoundsSource.height == 0) - { - return gl::NoError(); - } - } - - // The blit will be emulated by getting the source of the blit in a texture and sampling it - // with CLAMP_TO_EDGE. The quad used to draw can trivially compute texture coordinates going - // from (0, 0) to (1, 1). These texture coordinates will need to be transformed to make two - // regions match: - // - The region of the texture representing the source framebuffer region that will be sampled - // - The region of the drawn quad that corresponds to non-clamped blit, this is the same as the - // region of the source rectangle that is inside the source attachment. - // - // These two regions, T (texture) and D (dest) are defined by their offset in texcoord space - // in (0, 1)^2 and their size in texcoord space in (-1, 1)^2. The size can be negative to - // represent the orientation of the blit. - // - // Then if P is the quad texcoord, Q the texcoord inside T, and R the texture texcoord: - // - Q = (P - D.offset) / D.size - // - Q = (R - T.offset) / T.size - // Hence R = (P - D.offset) / D.size * T.size - T.offset - // = P * (T.size / D.size) + (T.offset - D.offset * T.size / D.size) - - GLuint textureId; - gl::Vector2 TOffset; - gl::Vector2 TSize; - - // TODO(cwallez) once texture dirty bits are landed, reuse attached texture instead of using - // CopyTexImage2D - { - textureId = mScratchTextures[0]; - TOffset = gl::Vector2(0.0, 0.0); - TSize = gl::Vector2(1.0, 1.0); - if (sourceArea.width < 0) - { - TOffset.x = 1.0; - TSize.x = -1.0; - } - if (sourceArea.height < 0) - { - TOffset.y = 1.0; - TSize.y = -1.0; - } - - GLenum format = readAttachment->getFormat().info->internalFormat; - const FramebufferGL *sourceGL = GetImplAs<FramebufferGL>(source); - mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, sourceGL->getFramebufferID()); - mStateManager->bindTexture(GL_TEXTURE_2D, textureId); - - mFunctions->copyTexImage2D(GL_TEXTURE_2D, 0, format, inBoundsSource.x, inBoundsSource.y, - inBoundsSource.width, inBoundsSource.height, 0); - } - - // Compute normalized sampled draw quad region - // It is the same as the region of the source rectangle that is in bounds. - gl::Vector2 DOffset; - gl::Vector2 DSize; - { - ASSERT(sourceArea.width != 0 && sourceArea.height != 0); - gl::Rectangle orientedInBounds = inBoundsSource; - if (sourceArea.width < 0) - { - orientedInBounds.x += orientedInBounds.width; - orientedInBounds.width = -orientedInBounds.width; - } - if (sourceArea.height < 0) - { - orientedInBounds.y += orientedInBounds.height; - orientedInBounds.height = -orientedInBounds.height; - } - - DOffset = - gl::Vector2(static_cast<float>(orientedInBounds.x - sourceArea.x) / sourceArea.width, - static_cast<float>(orientedInBounds.y - sourceArea.y) / sourceArea.height); - DSize = gl::Vector2(static_cast<float>(orientedInBounds.width) / sourceArea.width, - static_cast<float>(orientedInBounds.height) / sourceArea.height); - } - - ASSERT(DSize.x != 0.0 && DSize.y != 0.0); - gl::Vector2 texCoordScale = gl::Vector2(TSize.x / DSize.x, TSize.y / DSize.y); - gl::Vector2 texCoordOffset = gl::Vector2(TOffset.x - DOffset.x * texCoordScale.x, - TOffset.y - DOffset.y * texCoordScale.y); - - // Reset all the state except scissor and viewport - mStateManager->setDepthRange(0.0f, 1.0f); - mStateManager->setBlendEnabled(false); - mStateManager->setColorMask(true, true, true, true); - mStateManager->setSampleAlphaToCoverageEnabled(false); - mStateManager->setSampleCoverageEnabled(false); - mStateManager->setDepthTestEnabled(false); - mStateManager->setStencilTestEnabled(false); - mStateManager->setCullFaceEnabled(false); - mStateManager->setPolygonOffsetFillEnabled(false); - mStateManager->setRasterizerDiscardEnabled(false); - - // Use the viewport to draw exactly to the destination rectangle - mStateManager->setViewport(destArea); - - // Set uniforms - setScratchTextureParameter(GL_TEXTURE_MIN_FILTER, filter); - setScratchTextureParameter(GL_TEXTURE_MAG_FILTER, filter); - setScratchTextureParameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - setScratchTextureParameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - mStateManager->activeTexture(0); - mStateManager->bindTexture(GL_TEXTURE_2D, mScratchTextures[0]); - - mStateManager->useProgram(mBlitProgram); - mFunctions->uniform1i(mSourceTextureLocation, 0); - mFunctions->uniform2f(mScaleLocation, texCoordScale.x, texCoordScale.y); - mFunctions->uniform2f(mOffsetLocation, texCoordOffset.x, texCoordOffset.y); - - const FramebufferGL *destGL = GetImplAs<FramebufferGL>(dest); - mStateManager->bindFramebuffer(GL_DRAW_FRAMEBUFFER, destGL->getFramebufferID()); - - mStateManager->bindVertexArray(mVAO, 0); - mFunctions->drawArrays(GL_TRIANGLES, 0, 3); - - return gl::NoError(); + return gl::Error(GL_NO_ERROR); } gl::Error BlitGL::initializeResources() @@ -378,38 +205,41 @@ gl::Error BlitGL::initializeResources() mBlitProgram = mFunctions->createProgram(); // Compile the fragment shader - // It uses a single, large triangle, to avoid arithmetic precision issues where fragments - // with the same Y coordinate don't get exactly the same interpolated texcoord Y. const char *vsSource = "#version 150\n" "out vec2 v_texcoord;\n" - "uniform vec2 u_scale;\n" - "uniform vec2 u_offset;\n" "\n" "void main()\n" "{\n" - " const vec2 quad_positions[3] = vec2[3]\n" + " const vec2 quad_positions[6] = vec2[6]\n" " (\n" - " vec2(-0.5f, 0.0f),\n" - " vec2( 1.5f, 0.0f),\n" - " vec2( 0.5f, 2.0f)\n" + " vec2(0.0f, 0.0f),\n" + " vec2(0.0f, 1.0f),\n" + " vec2(1.0f, 0.0f),\n" + "\n" + " vec2(0.0f, 1.0f),\n" + " vec2(1.0f, 0.0f),\n" + " vec2(1.0f, 1.0f)\n" " );\n" "\n" " gl_Position = vec4((quad_positions[gl_VertexID] * 2.0) - 1.0, 0.0, 1.0);\n" - " v_texcoord = quad_positions[gl_VertexID] * u_scale + u_offset;\n" + " v_texcoord = quad_positions[gl_VertexID];\n" "}\n"; GLuint vs = mFunctions->createShader(GL_VERTEX_SHADER); mFunctions->shaderSource(vs, 1, &vsSource, nullptr); mFunctions->compileShader(vs); - ANGLE_TRY(CheckCompileStatus(mFunctions, vs)); + gl::Error error = CheckCompileStatus(mFunctions, vs); mFunctions->attachShader(mBlitProgram, vs); mFunctions->deleteShader(vs); + if (error.isError()) + { + return error; + } + // Compile the vertex shader - // It discards if the texcoord is outside (0, 1)^2 so the blitframebuffer workaround - // doesn't write when the point sampled is outside of the source framebuffer. const char *fsSource = "#version 150\n" "uniform sampler2D u_source_texture;\n" @@ -418,28 +248,32 @@ gl::Error BlitGL::initializeResources() "\n" "void main()\n" "{\n" - " if (clamp(v_texcoord, vec2(0.0), vec2(1.0)) != v_texcoord)\n" - " {\n" - " discard;\n" - " }\n" " output_color = texture(u_source_texture, v_texcoord);\n" "}\n"; GLuint fs = mFunctions->createShader(GL_FRAGMENT_SHADER); mFunctions->shaderSource(fs, 1, &fsSource, nullptr); mFunctions->compileShader(fs); - ANGLE_TRY(CheckCompileStatus(mFunctions, fs)); + error = CheckCompileStatus(mFunctions, fs); mFunctions->attachShader(mBlitProgram, fs); mFunctions->deleteShader(fs); + if (error.isError()) + { + return error; + } + mFunctions->linkProgram(mBlitProgram); - ANGLE_TRY(CheckLinkStatus(mFunctions, mBlitProgram)); + error = CheckLinkStatus(mFunctions, mBlitProgram); + if (error.isError()) + { + return error; + } - mSourceTextureLocation = mFunctions->getUniformLocation(mBlitProgram, "u_source_texture"); - mScaleLocation = mFunctions->getUniformLocation(mBlitProgram, "u_scale"); - mOffsetLocation = mFunctions->getUniformLocation(mBlitProgram, "u_offset"); + GLuint textureUniform = mFunctions->getUniformLocation(mBlitProgram, "u_source_texture"); mStateManager->useProgram(mBlitProgram); + mFunctions->uniform1i(textureUniform, 0); } for (size_t i = 0; i < ArraySize(mScratchTextures); i++) @@ -447,6 +281,11 @@ gl::Error BlitGL::initializeResources() if (mScratchTextures[i] == 0) { mFunctions->genTextures(1, &mScratchTextures[i]); + mStateManager->bindTexture(GL_TEXTURE_2D, mScratchTextures[i]); + + // Use nearest, non-mipmapped sampling with the scratch texture + mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } } @@ -460,27 +299,6 @@ gl::Error BlitGL::initializeResources() mFunctions->genVertexArrays(1, &mVAO); } - return gl::NoError(); + return gl::Error(GL_NO_ERROR); } - -void BlitGL::orphanScratchTextures() -{ - for (auto texture : mScratchTextures) - { - mStateManager->bindTexture(GL_TEXTURE_2D, texture); - mFunctions->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, - nullptr); - } -} - -void BlitGL::setScratchTextureParameter(GLenum param, GLenum value) -{ - for (auto texture : mScratchTextures) - { - mStateManager->bindTexture(GL_TEXTURE_2D, texture); - mFunctions->texParameteri(GL_TEXTURE_2D, param, value); - mFunctions->texParameteri(GL_TEXTURE_2D, param, value); - } } - -} // namespace rx |