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1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included
14  * in all copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22  * OTHER DEALINGS IN THE SOFTWARE.
23  */
24 
25 #include "main/glheader.h"
26 #include "main/mtypes.h"
27 #include "main/imports.h"
28 #include "main/arbprogram.h"
29 #include "main/arrayobj.h"
30 #include "main/blend.h"
31 #include "main/condrender.h"
32 #include "main/depth.h"
33 #include "main/enable.h"
34 #include "main/enums.h"
35 #include "main/fbobject.h"
36 #include "main/image.h"
37 #include "main/macros.h"
38 #include "main/matrix.h"
39 #include "main/multisample.h"
40 #include "main/objectlabel.h"
41 #include "main/readpix.h"
42 #include "main/scissor.h"
43 #include "main/shaderapi.h"
44 #include "main/texobj.h"
45 #include "main/texenv.h"
46 #include "main/teximage.h"
47 #include "main/texparam.h"
48 #include "main/uniforms.h"
49 #include "main/varray.h"
50 #include "main/viewport.h"
51 #include "swrast/swrast.h"
52 #include "drivers/common/meta.h"
53 #include "util/ralloc.h"
54 
55 /** Return offset in bytes of the field within a vertex struct */
56 #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
57 
58 static void
setup_glsl_msaa_blit_scaled_shader(struct gl_context * ctx,struct blit_state * blit,struct gl_renderbuffer * src_rb,GLenum target)59 setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
60                                    struct blit_state *blit,
61                                    struct gl_renderbuffer *src_rb,
62                                    GLenum target)
63 {
64    GLint loc_src_width, loc_src_height;
65    int i, samples;
66    int shader_offset = 0;
67    void *mem_ctx = ralloc_context(NULL);
68    char *fs_source;
69    char *name, *sample_number;
70    const uint8_t *sample_map;
71    char *sample_map_str = rzalloc_size(mem_ctx, 1);
72    char *sample_map_expr = rzalloc_size(mem_ctx, 1);
73    char *texel_fetch_macro = rzalloc_size(mem_ctx, 1);
74    const char *sampler_array_suffix = "";
75    float x_scale, y_scale;
76    enum blit_msaa_shader shader_index;
77 
78    assert(src_rb);
79    samples = MAX2(src_rb->NumSamples, 1);
80 
81    if (samples == 16)
82       x_scale = 4.0;
83    else
84       x_scale = 2.0;
85    y_scale = samples / x_scale;
86 
87    /* We expect only power of 2 samples in source multisample buffer. */
88    assert(samples > 0 && _mesa_is_pow_two(samples));
89    while (samples >> (shader_offset + 1)) {
90       shader_offset++;
91    }
92    /* Update the assert if we plan to support more than 16X MSAA. */
93    assert(shader_offset > 0 && shader_offset <= 4);
94 
95    assert(target == GL_TEXTURE_2D_MULTISAMPLE ||
96           target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
97 
98    shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE +
99                   shader_offset - 1;
100 
101    if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
102       shader_index += BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE -
103                       BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE;
104       sampler_array_suffix = "Array";
105    }
106 
107    if (blit->msaa_shaders[shader_index]) {
108       _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
109       /* Update the uniform values. */
110       loc_src_width =
111          _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
112       loc_src_height =
113          _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
114       _mesa_Uniform1f(loc_src_width, src_rb->Width);
115       _mesa_Uniform1f(loc_src_height, src_rb->Height);
116       return;
117    }
118 
119    name = ralloc_asprintf(mem_ctx, "vec4 MSAA scaled resolve");
120 
121    /* Below switch is used to setup the shader expression, which computes
122     * sample index and map it to to a sample number on hardware.
123     */
124    switch(samples) {
125    case 2:
126       sample_number =  "sample_map[int(2 * fract(coord.x))]";
127       sample_map = ctx->Const.SampleMap2x;
128       break;
129    case 4:
130       sample_number =  "sample_map[int(2 * fract(coord.x) + 4 * fract(coord.y))]";
131       sample_map = ctx->Const.SampleMap4x;
132       break;
133    case 8:
134       sample_number =  "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
135       sample_map = ctx->Const.SampleMap8x;
136       break;
137    case 16:
138       sample_number =  "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]";
139       sample_map = ctx->Const.SampleMap16x;
140       break;
141    default:
142       sample_number = NULL;
143       sample_map = NULL;
144       _mesa_problem(ctx, "Unsupported sample count %d\n", samples);
145       unreachable("Unsupported sample count");
146    }
147 
148    /* Create sample map string. */
149    for (i = 0 ; i < samples - 1; i++) {
150       ralloc_asprintf_append(&sample_map_str, "%d, ", sample_map[i]);
151    }
152    ralloc_asprintf_append(&sample_map_str, "%d", sample_map[samples - 1]);
153 
154    /* Create sample map expression using above string. */
155    ralloc_asprintf_append(&sample_map_expr,
156                           "   const int sample_map[%d] = int[%d](%s);\n",
157                           samples, samples, sample_map_str);
158 
159    if (target == GL_TEXTURE_2D_MULTISAMPLE) {
160       ralloc_asprintf_append(&texel_fetch_macro,
161                              "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec2(coord), %s);\n",
162                              sample_number);
163    } else {
164       ralloc_asprintf_append(&texel_fetch_macro,
165                              "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec3(coord, layer), %s);\n",
166                              sample_number);
167    }
168 
169    static const char vs_source[] =
170                                "#version 130\n"
171                                "#extension GL_ARB_explicit_attrib_location: enable\n"
172                                "layout(location = 0) in vec2 position;\n"
173                                "layout(location = 1) in vec3 textureCoords;\n"
174                                "out vec2 texCoords;\n"
175                                "flat out int layer;\n"
176                                "void main()\n"
177                                "{\n"
178                                "   texCoords = textureCoords.xy;\n"
179                                "   layer = int(textureCoords.z);\n"
180                                "   gl_Position = vec4(position, 0.0, 1.0);\n"
181                                "}\n"
182       ;
183 
184    fs_source = ralloc_asprintf(mem_ctx,
185                                "#version 130\n"
186                                "#extension GL_ARB_texture_multisample : enable\n"
187                                "uniform sampler2DMS%s texSampler;\n"
188                                "uniform float src_width, src_height;\n"
189                                "in vec2 texCoords;\n"
190                                "flat in int layer;\n"
191                                "out vec4 out_color;\n"
192                                "\n"
193                                "void main()\n"
194                                "{\n"
195                                "%s"
196                                "   vec2 interp;\n"
197                                "   const vec2 scale = vec2(%ff, %ff);\n"
198                                "   const vec2 scale_inv = vec2(%ff, %ff);\n"
199                                "   const vec2 s_0_offset = vec2(%ff, %ff);\n"
200                                "   vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n"
201                                "   vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n"
202                                "   vec4 x_0_color, x_1_color;\n"
203                                "   vec2 tex_coord = texCoords - s_0_offset;\n"
204                                "\n"
205                                "   tex_coord *= scale;\n"
206                                "   tex_coord.x = clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
207                                "   tex_coord.y = clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n"
208                                "   interp = fract(tex_coord);\n"
209                                "   tex_coord = ivec2(tex_coord) * scale_inv;\n"
210                                "\n"
211                                "   /* Compute the sample coordinates used for filtering. */\n"
212                                "   s_0_coord = tex_coord;\n"
213                                "   s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n"
214                                "   s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n"
215                                "   s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n"
216                                "\n"
217                                "   /* Fetch sample color values. */\n"
218                                "%s"
219                                "   s_0_color = TEXEL_FETCH(s_0_coord)\n"
220                                "   s_1_color = TEXEL_FETCH(s_1_coord)\n"
221                                "   s_2_color = TEXEL_FETCH(s_2_coord)\n"
222                                "   s_3_color = TEXEL_FETCH(s_3_coord)\n"
223                                "#undef TEXEL_FETCH\n"
224                                "\n"
225                                "   /* Do bilinear filtering on sample colors. */\n"
226                                "   x_0_color = mix(s_0_color, s_1_color, interp.x);\n"
227                                "   x_1_color = mix(s_2_color, s_3_color, interp.x);\n"
228                                "   out_color = mix(x_0_color, x_1_color, interp.y);\n"
229                                "}\n",
230                                sampler_array_suffix,
231                                sample_map_expr,
232                                x_scale, y_scale,
233                                1.0f / x_scale, 1.0f / y_scale,
234                                0.5f / x_scale, 0.5f / y_scale,
235                                texel_fetch_macro);
236 
237    _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
238                                        &blit->msaa_shaders[shader_index]);
239    loc_src_width =
240       _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
241    loc_src_height =
242       _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
243    _mesa_Uniform1f(loc_src_width, src_rb->Width);
244    _mesa_Uniform1f(loc_src_height, src_rb->Height);
245 
246    ralloc_free(mem_ctx);
247 }
248 
249 static void
setup_glsl_msaa_blit_shader(struct gl_context * ctx,struct blit_state * blit,const struct gl_framebuffer * drawFb,struct gl_renderbuffer * src_rb,GLenum target)250 setup_glsl_msaa_blit_shader(struct gl_context *ctx,
251                             struct blit_state *blit,
252                             const struct gl_framebuffer *drawFb,
253                             struct gl_renderbuffer *src_rb,
254                             GLenum target)
255 {
256    const char *vs_source;
257    char *fs_source;
258    void *mem_ctx;
259    enum blit_msaa_shader shader_index;
260    bool dst_is_msaa = false;
261    GLenum src_datatype;
262    const char *vec4_prefix;
263    const char *sampler_array_suffix = "";
264    char *name;
265    const char *texcoord_type = "vec2";
266    int samples;
267    int shader_offset = 0;
268 
269    if (src_rb) {
270       samples = MAX2(src_rb->NumSamples, 1);
271       src_datatype = _mesa_get_format_datatype(src_rb->Format);
272    } else {
273       /* depth-or-color glCopyTexImage fallback path that passes a NULL rb and
274        * doesn't handle integer.
275        */
276       samples = 1;
277       src_datatype = GL_UNSIGNED_NORMALIZED;
278    }
279 
280    /* We expect only power of 2 samples in source multisample buffer. */
281    assert(samples > 0 && _mesa_is_pow_two(samples));
282    while (samples >> (shader_offset + 1)) {
283       shader_offset++;
284    }
285    /* Update the assert if we plan to support more than 16X MSAA. */
286    assert(shader_offset >= 0 && shader_offset <= 4);
287 
288    if (drawFb->Visual.samples > 1) {
289       /* If you're calling meta_BlitFramebuffer with the destination
290        * multisampled, this is the only path that will work -- swrast and
291        * CopyTexImage won't work on it either.
292        */
293       assert(ctx->Extensions.ARB_sample_shading);
294 
295       dst_is_msaa = true;
296 
297       /* We need shader invocation per sample, not per pixel */
298       _mesa_set_enable(ctx, GL_MULTISAMPLE, GL_TRUE);
299       _mesa_set_enable(ctx, GL_SAMPLE_SHADING, GL_TRUE);
300       _mesa_MinSampleShading(1.0);
301    }
302 
303    switch (target) {
304    case GL_TEXTURE_2D_MULTISAMPLE:
305    case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
306       if (src_rb && (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
307           src_rb->_BaseFormat == GL_DEPTH_STENCIL)) {
308          if (dst_is_msaa)
309             shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY;
310          else
311             shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE;
312       } else {
313          if (dst_is_msaa)
314             shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY;
315          else {
316             shader_index = BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE +
317                            shader_offset;
318          }
319       }
320 
321       if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
322          shader_index += (BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
323                           BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
324          sampler_array_suffix = "Array";
325          texcoord_type = "vec3";
326       }
327       break;
328    default:
329       _mesa_problem(ctx, "Unknown texture target %s\n",
330                     _mesa_enum_to_string(target));
331       shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
332    }
333 
334    /* We rely on the enum being sorted this way. */
335    STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT ==
336                  BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 5);
337    STATIC_ASSERT(BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT ==
338                  BLIT_1X_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE + 10);
339    if (src_datatype == GL_INT) {
340       shader_index += 5;
341       vec4_prefix = "i";
342    } else if (src_datatype == GL_UNSIGNED_INT) {
343       shader_index += 10;
344       vec4_prefix = "u";
345    } else {
346       vec4_prefix = "";
347    }
348 
349    if (blit->msaa_shaders[shader_index]) {
350       _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
351       return;
352    }
353 
354    mem_ctx = ralloc_context(NULL);
355 
356    if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
357        shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE ||
358        shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
359        shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
360       char *sample_index;
361       const char *tex_coords = "texCoords";
362 
363       if (dst_is_msaa) {
364          sample_index = "gl_SampleID";
365          name = "depth MSAA copy";
366 
367          if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
368             /* See comment below for the color copy */
369             tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
370          }
371       } else {
372          /* From the GL 4.3 spec:
373           *
374           *     "If there is a multisample buffer (the value of SAMPLE_BUFFERS
375           *      is one), then values are obtained from the depth samples in
376           *      this buffer. It is recommended that the depth value of the
377           *      centermost sample be used, though implementations may choose
378           *      any function of the depth sample values at each pixel.
379           *
380           * We're slacking and instead of choosing centermost, we've got 0.
381           */
382          sample_index = "0";
383          name = "depth MSAA resolve";
384       }
385 
386       vs_source = ralloc_asprintf(mem_ctx,
387                                   "#version 130\n"
388                                   "#extension GL_ARB_explicit_attrib_location: enable\n"
389                                   "layout(location = 0) in vec2 position;\n"
390                                   "layout(location = 1) in %s textureCoords;\n"
391                                   "out %s texCoords;\n"
392                                   "void main()\n"
393                                   "{\n"
394                                   "   texCoords = textureCoords;\n"
395                                   "   gl_Position = vec4(position, 0.0, 1.0);\n"
396                                   "}\n",
397                                   texcoord_type,
398                                   texcoord_type);
399       fs_source = ralloc_asprintf(mem_ctx,
400                                   "#version 130\n"
401                                   "#extension GL_ARB_texture_multisample : enable\n"
402                                   "#extension GL_ARB_sample_shading : enable\n"
403                                   "#extension GL_ARB_gpu_shader5 : enable\n"
404                                   "uniform sampler2DMS%s texSampler;\n"
405                                   "in %s texCoords;\n"
406                                   "out vec4 out_color;\n"
407                                   "\n"
408                                   "void main()\n"
409                                   "{\n"
410                                   "   gl_FragDepth = texelFetch(texSampler, i%s(%s), %s).r;\n"
411                                   "}\n",
412                                   sampler_array_suffix,
413                                   texcoord_type,
414                                   texcoord_type,
415                                   tex_coords,
416                                   sample_index);
417    } else {
418       /* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
419        * sample).  Yes, this is ridiculous.
420        */
421       char *sample_resolve;
422       const char *merge_function;
423       name = ralloc_asprintf(mem_ctx, "%svec4 MSAA %s",
424                              vec4_prefix,
425                              dst_is_msaa ? "copy" : "resolve");
426 
427       if (dst_is_msaa) {
428          const char *tex_coords;
429 
430          if (ctx->Extensions.ARB_gpu_shader5 && samples >= 16) {
431             /* If interpolateAtOffset is available then it will be used to
432              * force the interpolation to the center. This is required at
433              * least on Intel hardware because it is possible to have a sample
434              * position on the 0 x or y axis which means it will lie exactly
435              * on the pixel boundary. If we let the hardware interpolate the
436              * coordinates at one of these positions then it is possible for
437              * it to jump to a neighboring texel when converting to ints due
438              * to rounding errors. This is only done for >= 16x MSAA because
439              * it probably has some overhead. It is more likely that some
440              * hardware will use one of these problematic positions at 16x
441              * MSAA because in that case in D3D they are defined to be at
442              * these positions.
443              */
444             tex_coords = "interpolateAtOffset(texCoords, vec2(0.0))";
445          } else {
446             tex_coords = "texCoords";
447          }
448 
449          sample_resolve =
450             ralloc_asprintf(mem_ctx,
451                             "   out_color = texelFetch(texSampler, "
452                             "i%s(%s), gl_SampleID);",
453                             texcoord_type, tex_coords);
454 
455          merge_function = "";
456       } else {
457          int i;
458          int step;
459 
460          if (src_datatype == GL_INT || src_datatype == GL_UNSIGNED_INT) {
461             /* From the OpenGL ES 3.2 spec section 16.2.1:
462              *
463              *    "If the source formats are integer types or stencil values,
464              *    a single sample's value is selected for each pixel."
465              *
466              * The OpenGL 4.4 spec contains exactly the same language.
467              *
468              * We can accomplish this by making the merge function return just
469              * one of the two samples.  The compiler should do the rest.
470              */
471             merge_function = "gvec4 merge(gvec4 a, gvec4 b) { return a; }\n";
472          } else {
473             /* The divide will happen at the end for floats. */
474             merge_function =
475                "vec4 merge(vec4 a, vec4 b) { return (a + b); }\n";
476          }
477 
478          /* We're assuming power of two samples for this resolution procedure.
479           *
480           * To avoid losing any floating point precision if the samples all
481           * happen to have the same value, we merge pairs of values at a time
482           * (so the floating point exponent just gets increased), rather than
483           * doing a naive sum and dividing.
484           */
485          assert(_mesa_is_pow_two(samples));
486          /* Fetch each individual sample. */
487          sample_resolve = rzalloc_size(mem_ctx, 1);
488          for (i = 0; i < samples; i++) {
489             ralloc_asprintf_append(&sample_resolve,
490                                    "   gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n",
491                                    i, texcoord_type, i);
492          }
493          /* Now, merge each pair of samples, then merge each pair of those,
494           * etc.
495           */
496          for (step = 2; step <= samples; step *= 2) {
497             for (i = 0; i < samples; i += step) {
498                ralloc_asprintf_append(&sample_resolve,
499                                       "   gvec4 sample_%d_%d = merge(sample_%d_%d, sample_%d_%d);\n",
500                                       step, i,
501                                       step / 2, i,
502                                       step / 2, i + step / 2);
503             }
504          }
505 
506          /* Scale the final result. */
507          if (src_datatype == GL_UNSIGNED_INT || src_datatype == GL_INT) {
508             ralloc_asprintf_append(&sample_resolve,
509                                    "   out_color = sample_%d_0;\n",
510                                    samples);
511          } else {
512             ralloc_asprintf_append(&sample_resolve,
513                                    "   gl_FragColor = sample_%d_0 / %f;\n",
514                                    samples, (float)samples);
515          }
516       }
517 
518       vs_source = ralloc_asprintf(mem_ctx,
519                                   "#version 130\n"
520                                   "#extension GL_ARB_explicit_attrib_location: enable\n"
521                                   "layout(location = 0) in vec2 position;\n"
522                                   "layout(location = 1) in %s textureCoords;\n"
523                                   "out %s texCoords;\n"
524                                   "void main()\n"
525                                   "{\n"
526                                   "   texCoords = textureCoords;\n"
527                                   "   gl_Position = vec4(position, 0.0, 1.0);\n"
528                                   "}\n",
529                                   texcoord_type,
530                                   texcoord_type);
531       fs_source = ralloc_asprintf(mem_ctx,
532                                   "#version 130\n"
533                                   "#extension GL_ARB_texture_multisample : enable\n"
534                                   "#extension GL_ARB_sample_shading : enable\n"
535                                   "#extension GL_ARB_gpu_shader5 : enable\n"
536                                   "#define gvec4 %svec4\n"
537                                   "uniform %ssampler2DMS%s texSampler;\n"
538                                   "in %s texCoords;\n"
539                                   "out gvec4 out_color;\n"
540                                   "\n"
541                                   "%s" /* merge_function */
542                                   "void main()\n"
543                                   "{\n"
544                                   "%s\n" /* sample_resolve */
545                                   "}\n",
546                                   vec4_prefix,
547                                   vec4_prefix,
548                                   sampler_array_suffix,
549                                   texcoord_type,
550                                   merge_function,
551                                   sample_resolve);
552    }
553 
554    _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
555                                        &blit->msaa_shaders[shader_index]);
556 
557    ralloc_free(mem_ctx);
558 }
559 
560 static void
setup_glsl_blit_framebuffer(struct gl_context * ctx,struct blit_state * blit,const struct gl_framebuffer * drawFb,struct gl_renderbuffer * src_rb,GLenum target,GLenum filter,bool is_scaled_blit,bool do_depth)561 setup_glsl_blit_framebuffer(struct gl_context *ctx,
562                             struct blit_state *blit,
563                             const struct gl_framebuffer *drawFb,
564                             struct gl_renderbuffer *src_rb,
565                             GLenum target, GLenum filter,
566                             bool is_scaled_blit,
567                             bool do_depth)
568 {
569    unsigned texcoord_size;
570    bool is_target_multisample = target == GL_TEXTURE_2D_MULTISAMPLE ||
571                                 target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
572    bool is_filter_scaled_resolve = filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
573                                    filter == GL_SCALED_RESOLVE_NICEST_EXT;
574 
575    /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
576    assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
577 
578    texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
579 
580    _mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->buf_obj, true,
581                                    2, texcoord_size, 0);
582 
583    if (is_target_multisample && is_filter_scaled_resolve && is_scaled_blit) {
584       setup_glsl_msaa_blit_scaled_shader(ctx, blit, src_rb, target);
585    } else if (is_target_multisample) {
586       setup_glsl_msaa_blit_shader(ctx, blit, drawFb, src_rb, target);
587    } else {
588       _mesa_meta_setup_blit_shader(ctx, target, do_depth,
589                                    do_depth ? &blit->shaders_with_depth
590                                             : &blit->shaders_without_depth);
591    }
592 }
593 
594 /**
595  * Try to do a color or depth glBlitFramebuffer using texturing.
596  *
597  * We can do this when the src renderbuffer is actually a texture, or when the
598  * driver exposes BindRenderbufferTexImage().
599  */
600 static bool
blitframebuffer_texture(struct gl_context * ctx,const struct gl_framebuffer * readFb,const struct gl_framebuffer * drawFb,GLint srcX0,GLint srcY0,GLint srcX1,GLint srcY1,GLint dstX0,GLint dstY0,GLint dstX1,GLint dstY1,GLenum filter,GLint flipX,GLint flipY,GLboolean glsl_version,GLboolean do_depth)601 blitframebuffer_texture(struct gl_context *ctx,
602                         const struct gl_framebuffer *readFb,
603                         const struct gl_framebuffer *drawFb,
604                         GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
605                         GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
606                         GLenum filter, GLint flipX, GLint flipY,
607                         GLboolean glsl_version, GLboolean do_depth)
608 {
609    int att_index = do_depth ? BUFFER_DEPTH : readFb->_ColorReadBufferIndex;
610    const struct gl_renderbuffer_attachment *readAtt =
611       &readFb->Attachment[att_index];
612    struct blit_state *blit = &ctx->Meta->Blit;
613    struct fb_tex_blit_state fb_tex_blit;
614    const GLint dstX = MIN2(dstX0, dstX1);
615    const GLint dstY = MIN2(dstY0, dstY1);
616    const GLint dstW = abs(dstX1 - dstX0);
617    const GLint dstH = abs(dstY1 - dstY0);
618    const int srcW = abs(srcX1 - srcX0);
619    const int srcH = abs(srcY1 - srcY0);
620    bool scaled_blit = false;
621    struct gl_texture_object *texObj;
622    GLuint srcLevel;
623    GLenum target;
624    struct gl_renderbuffer *rb = readAtt->Renderbuffer;
625    struct temp_texture *meta_temp_texture;
626 
627    if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
628       return false;
629 
630    _mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);
631 
632    if (readAtt->Texture &&
633        (readAtt->Texture->Target == GL_TEXTURE_2D ||
634         readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
635         readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE ||
636         readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
637       /* If there's a texture attached of a type we can handle, then just use
638        * it directly.
639        */
640       srcLevel = readAtt->TextureLevel;
641       texObj = readAtt->Texture;
642    } else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
643       texObj = _mesa_meta_texture_object_from_renderbuffer(ctx, rb);
644       if (texObj == NULL)
645          return false;
646 
647       fb_tex_blit.temp_tex_obj = texObj;
648 
649       srcLevel = 0;
650       if (_mesa_is_winsys_fbo(readFb)) {
651          GLint temp = srcY0;
652          srcY0 = rb->Height - srcY1;
653          srcY1 = rb->Height - temp;
654          flipY = -flipY;
655       }
656    } else {
657       GLenum tex_base_format;
658       /* Fall back to doing a CopyTexSubImage to get the destination
659        * renderbuffer into a texture.
660        */
661       if (ctx->Meta->Blit.no_ctsi_fallback)
662          return false;
663 
664       if (rb->NumSamples > 1)
665          return false;
666 
667       if (do_depth) {
668          meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx);
669          tex_base_format = GL_DEPTH_COMPONENT;
670       } else {
671          meta_temp_texture = _mesa_meta_get_temp_texture(ctx);
672          tex_base_format =
673             _mesa_base_tex_format(ctx, rb->InternalFormat);
674       }
675 
676       srcLevel = 0;
677       texObj = meta_temp_texture->tex_obj;
678       if (texObj == NULL) {
679          return false;
680       }
681 
682       _mesa_meta_setup_copypix_texture(ctx, meta_temp_texture,
683                                        srcX0, srcY0,
684                                        srcW, srcH,
685                                        tex_base_format,
686                                        filter);
687 
688       assert(texObj->Target == meta_temp_texture->Target);
689 
690       srcX0 = 0;
691       srcY0 = 0;
692       srcX1 = srcW;
693       srcY1 = srcH;
694    }
695 
696    target = texObj->Target;
697    fb_tex_blit.tex_obj = texObj;
698    fb_tex_blit.baseLevelSave = texObj->BaseLevel;
699    fb_tex_blit.maxLevelSave = texObj->MaxLevel;
700    fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;
701 
702    scaled_blit = dstW != srcW || dstH != srcH;
703 
704    if (glsl_version) {
705       setup_glsl_blit_framebuffer(ctx, blit, drawFb, rb, target, filter, scaled_blit,
706                                   do_depth);
707    }
708    else {
709       _mesa_meta_setup_ff_tnl_for_blit(ctx,
710                                        &ctx->Meta->Blit.VAO,
711                                        &ctx->Meta->Blit.buf_obj,
712                                        2);
713    }
714 
715    /*
716      printf("Blit from texture!\n");
717      printf("  srcAtt %p  dstAtt %p\n", readAtt, drawAtt);
718      printf("  srcTex %p  dstText %p\n", texObj, drawAtt->Texture);
719    */
720 
721    fb_tex_blit.samp_obj = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
722                                                    srcLevel);
723 
724    if (ctx->Extensions.EXT_texture_sRGB_decode) {
725       /* The GL 4.4 spec, section 18.3.1 ("Blitting Pixel Rectangles") says:
726        *
727        *    "When values are taken from the read buffer, if FRAMEBUFFER_SRGB
728        *     is enabled and the value of FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING
729        *     for the framebuffer attachment corresponding to the read buffer
730        *     is SRGB (see section 9.2.3), the red, green, and blue components
731        *     are converted from the non-linear sRGB color space according to
732        *     equation 3.24.
733        *
734        *     When values are written to the draw buffers, blit operations
735        *     bypass most of the fragment pipeline.  The only fragment
736        *     operations which affect a blit are the pixel ownership test,
737        *     the scissor test, and sRGB conversion (see section 17.3.9)."
738        *
739        * ES 3.0 contains nearly the exact same text, but omits the part
740        * about GL_FRAMEBUFFER_SRGB as that doesn't exist in ES.  Mesa
741        * defaults it to on for ES contexts, so we can safely check it.
742        */
743       const bool decode =
744          ctx->Color.sRGBEnabled &&
745          _mesa_get_format_color_encoding(rb->Format) == GL_SRGB;
746 
747       _mesa_set_sampler_srgb_decode(ctx, fb_tex_blit.samp_obj,
748                                     decode ? GL_DECODE_EXT
749                                            : GL_SKIP_DECODE_EXT);
750    }
751 
752    if (!glsl_version) {
753       _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
754       _mesa_set_enable(ctx, target, GL_TRUE);
755    }
756 
757    /* Prepare vertex data (the VBO was previously created and bound) */
758    {
759       struct vertex verts[4];
760       GLfloat s0, t0, s1, t1;
761 
762       if (target == GL_TEXTURE_2D) {
763          const struct gl_texture_image *texImage
764             = _mesa_select_tex_image(texObj, target, srcLevel);
765          s0 = srcX0 / (float) texImage->Width;
766          s1 = srcX1 / (float) texImage->Width;
767          t0 = srcY0 / (float) texImage->Height;
768          t1 = srcY1 / (float) texImage->Height;
769       }
770       else {
771          assert(target == GL_TEXTURE_RECTANGLE_ARB ||
772                 target == GL_TEXTURE_2D_MULTISAMPLE ||
773                 target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
774          s0 = (float) srcX0;
775          s1 = (float) srcX1;
776          t0 = (float) srcY0;
777          t1 = (float) srcY1;
778       }
779 
780       /* Silence valgrind warnings about reading uninitialized stack. */
781       memset(verts, 0, sizeof(verts));
782 
783       /* setup vertex positions */
784       verts[0].x = -1.0F * flipX;
785       verts[0].y = -1.0F * flipY;
786       verts[1].x =  1.0F * flipX;
787       verts[1].y = -1.0F * flipY;
788       verts[2].x =  1.0F * flipX;
789       verts[2].y =  1.0F * flipY;
790       verts[3].x = -1.0F * flipX;
791       verts[3].y =  1.0F * flipY;
792 
793       verts[0].tex[0] = s0;
794       verts[0].tex[1] = t0;
795       verts[0].tex[2] = readAtt->Zoffset;
796       verts[1].tex[0] = s1;
797       verts[1].tex[1] = t0;
798       verts[1].tex[2] = readAtt->Zoffset;
799       verts[2].tex[0] = s1;
800       verts[2].tex[1] = t1;
801       verts[2].tex[2] = readAtt->Zoffset;
802       verts[3].tex[0] = s0;
803       verts[3].tex[1] = t1;
804       verts[3].tex[2] = readAtt->Zoffset;
805 
806       _mesa_buffer_sub_data(ctx, blit->buf_obj, 0, sizeof(verts), verts);
807    }
808 
809    /* setup viewport */
810    _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
811    _mesa_ColorMask(!do_depth, !do_depth, !do_depth, !do_depth);
812    _mesa_set_enable(ctx, GL_DEPTH_TEST, do_depth);
813    _mesa_DepthMask(do_depth);
814    _mesa_DepthFunc(GL_ALWAYS);
815 
816    _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
817    _mesa_meta_fb_tex_blit_end(ctx, target, &fb_tex_blit);
818 
819    return true;
820 }
821 
822 void
_mesa_meta_fb_tex_blit_begin(struct gl_context * ctx,struct fb_tex_blit_state * blit)823 _mesa_meta_fb_tex_blit_begin(struct gl_context *ctx,
824                              struct fb_tex_blit_state *blit)
825 {
826    /* None of the existing callers preinitialize fb_tex_blit_state to zeros,
827     * and both use stack variables.  If samp_obj_save is not NULL,
828     * _mesa_reference_sampler_object will try to dereference it.  Leaving
829     * random garbage in samp_obj_save can only lead to crashes.
830     *
831     * Since the state isn't persistent across calls, we won't catch ref
832     * counting problems.
833     */
834    blit->samp_obj_save = NULL;
835    _mesa_reference_sampler_object(ctx, &blit->samp_obj_save,
836                                   ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
837    blit->temp_tex_obj = NULL;
838 }
839 
840 void
_mesa_meta_fb_tex_blit_end(struct gl_context * ctx,GLenum target,struct fb_tex_blit_state * blit)841 _mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
842                            struct fb_tex_blit_state *blit)
843 {
844    struct gl_texture_object *const texObj =
845       _mesa_get_current_tex_object(ctx, target);
846 
847    /* Either there is no temporary texture or the temporary texture is bound. */
848    assert(blit->temp_tex_obj == NULL || blit->temp_tex_obj == texObj);
849 
850    /* Restore texture object state, the texture binding will be restored by
851     * _mesa_meta_end().  If the texture is the temporary texture that is about
852     * to be destroyed, don't bother restoring its state.
853     */
854    if (blit->temp_tex_obj == NULL) {
855       /* If the target restricts values for base level or max level, we assume
856        * that the original values were valid.
857        */
858       if (blit->baseLevelSave != texObj->BaseLevel)
859          _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
860                                    &blit->baseLevelSave, false);
861 
862       if (blit->maxLevelSave != texObj->MaxLevel)
863          _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
864                                    &blit->maxLevelSave, false);
865 
866       /* If ARB_stencil_texturing is not supported, the mode won't have changed. */
867       if (texObj->StencilSampling != blit->stencilSamplingSave) {
868          /* GLint so the compiler won't complain about type signedness mismatch
869           * in the call to _mesa_texture_parameteriv below.
870           */
871          const GLint param = blit->stencilSamplingSave ?
872             GL_STENCIL_INDEX : GL_DEPTH_COMPONENT;
873 
874          _mesa_texture_parameteriv(ctx, texObj, GL_DEPTH_STENCIL_TEXTURE_MODE,
875                                    &param, false);
876       }
877    }
878 
879    _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, blit->samp_obj_save);
880    _mesa_reference_sampler_object(ctx, &blit->samp_obj_save, NULL);
881    _mesa_reference_sampler_object(ctx, &blit->samp_obj, NULL);
882    _mesa_delete_nameless_texture(ctx, blit->temp_tex_obj);
883 }
884 
885 struct gl_texture_object *
_mesa_meta_texture_object_from_renderbuffer(struct gl_context * ctx,struct gl_renderbuffer * rb)886 _mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
887                                             struct gl_renderbuffer *rb)
888 {
889    struct gl_texture_image *texImage;
890    struct gl_texture_object *texObj;
891    const GLenum target = rb->NumSamples > 1
892       ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
893 
894    texObj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, target);
895    texImage = _mesa_get_tex_image(ctx, texObj, target, 0);
896 
897    if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
898       _mesa_delete_nameless_texture(ctx, texObj);
899       return NULL;
900    }
901 
902    if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
903       rb->NeedsFinishRenderTexture = true;
904       ctx->Driver.FinishRenderTexture(ctx, rb);
905    }
906 
907    return texObj;
908 }
909 
910 struct gl_sampler_object *
_mesa_meta_setup_sampler(struct gl_context * ctx,struct gl_texture_object * texObj,GLenum target,GLenum filter,GLuint srcLevel)911 _mesa_meta_setup_sampler(struct gl_context *ctx,
912                          struct gl_texture_object *texObj,
913                          GLenum target, GLenum filter, GLuint srcLevel)
914 {
915    struct gl_sampler_object *samp_obj;
916    GLenum tex_filter = (filter == GL_SCALED_RESOLVE_FASTEST_EXT ||
917                         filter == GL_SCALED_RESOLVE_NICEST_EXT) ?
918                        GL_NEAREST : filter;
919 
920    samp_obj =  ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
921    if (samp_obj == NULL)
922       return NULL;
923 
924    _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj);
925    _mesa_set_sampler_filters(ctx, samp_obj, tex_filter, tex_filter);
926    _mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
927                           samp_obj->WrapR);
928 
929    /* Prepare src texture state */
930    _mesa_bind_texture(ctx, target, texObj);
931    if (target != GL_TEXTURE_RECTANGLE_ARB) {
932       _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_BASE_LEVEL,
933                                 (GLint *) &srcLevel, false);
934       _mesa_texture_parameteriv(ctx, texObj, GL_TEXTURE_MAX_LEVEL,
935                                 (GLint *) &srcLevel, false);
936    }
937 
938    return samp_obj;
939 }
940 
941 /**
942  * Meta implementation of ctx->Driver.BlitFramebuffer() in terms
943  * of texture mapping and polygon rendering.
944  */
945 GLbitfield
_mesa_meta_BlitFramebuffer(struct gl_context * ctx,const struct gl_framebuffer * readFb,const struct gl_framebuffer * drawFb,GLint srcX0,GLint srcY0,GLint srcX1,GLint srcY1,GLint dstX0,GLint dstY0,GLint dstX1,GLint dstY1,GLbitfield mask,GLenum filter)946 _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
947                            const struct gl_framebuffer *readFb,
948                            const struct gl_framebuffer *drawFb,
949                            GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
950                            GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
951                            GLbitfield mask, GLenum filter)
952 {
953    const GLint dstW = abs(dstX1 - dstX0);
954    const GLint dstH = abs(dstY1 - dstY0);
955    const GLint dstFlipX = (dstX1 - dstX0) / dstW;
956    const GLint dstFlipY = (dstY1 - dstY0) / dstH;
957 
958    struct {
959       GLint srcX0, srcY0, srcX1, srcY1;
960       GLint dstX0, dstY0, dstX1, dstY1;
961    } clip = {
962       srcX0, srcY0, srcX1, srcY1,
963       dstX0, dstY0, dstX1, dstY1
964    };
965 
966    const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
967                                       ctx->Extensions.ARB_fragment_shader;
968 
969    /* Multisample texture blit support requires texture multisample. */
970    if (readFb->Visual.samples > 0 &&
971        !ctx->Extensions.ARB_texture_multisample) {
972       return mask;
973    }
974 
975    /* Clip a copy of the blit coordinates. If these differ from the input
976     * coordinates, then we'll set the scissor.
977     */
978    if (!_mesa_clip_blit(ctx, readFb, drawFb,
979                         &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
980                         &clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) {
981       /* clipped/scissored everything away */
982       return 0;
983    }
984 
985    /* Only scissor and FRAMEBUFFER_SRGB affect blit.  Leave sRGB alone, but
986     * save restore scissor as we'll set a custom scissor if necessary.
987     */
988    _mesa_meta_begin(ctx, MESA_META_ALL &
989                          ~(MESA_META_DRAW_BUFFERS |
990                            MESA_META_FRAMEBUFFER_SRGB));
991 
992    /* Dithering shouldn't be performed for glBlitFramebuffer */
993    _mesa_set_enable(ctx, GL_DITHER, GL_FALSE);
994 
995    /* If the clipping earlier changed the destination rect at all, then
996     * enable the scissor to clip to it.
997     */
998    if (clip.dstX0 != dstX0 || clip.dstY0 != dstY0 ||
999        clip.dstX1 != dstX1 || clip.dstY1 != dstY1) {
1000       _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
1001       _mesa_Scissor(MIN2(clip.dstX0, clip.dstX1),
1002                     MIN2(clip.dstY0, clip.dstY1),
1003                     abs(clip.dstX0 - clip.dstX1),
1004                     abs(clip.dstY0 - clip.dstY1));
1005    }
1006 
1007    /* Try faster, direct texture approach first */
1008    if (mask & GL_COLOR_BUFFER_BIT) {
1009       if (blitframebuffer_texture(ctx, readFb, drawFb,
1010                                   srcX0, srcY0, srcX1, srcY1,
1011                                   dstX0, dstY0, dstX1, dstY1,
1012                                   filter, dstFlipX, dstFlipY,
1013                                   use_glsl_version, false)) {
1014          mask &= ~GL_COLOR_BUFFER_BIT;
1015       }
1016    }
1017 
1018    if (mask & GL_DEPTH_BUFFER_BIT && use_glsl_version) {
1019       if (blitframebuffer_texture(ctx, readFb, drawFb,
1020                                   srcX0, srcY0, srcX1, srcY1,
1021                                   dstX0, dstY0, dstX1, dstY1,
1022                                   filter, dstFlipX, dstFlipY,
1023                                   use_glsl_version, true)) {
1024          mask &= ~GL_DEPTH_BUFFER_BIT;
1025       }
1026    }
1027 
1028    if (mask & GL_STENCIL_BUFFER_BIT) {
1029       /* XXX can't easily do stencil */
1030    }
1031 
1032    _mesa_meta_end(ctx);
1033 
1034    return mask;
1035 }
1036 
1037 void
_mesa_meta_glsl_blit_cleanup(struct gl_context * ctx,struct blit_state * blit)1038 _mesa_meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
1039 {
1040    if (blit->VAO) {
1041       _mesa_DeleteVertexArrays(1, &blit->VAO);
1042       blit->VAO = 0;
1043       _mesa_reference_buffer_object(ctx, &blit->buf_obj, NULL);
1044    }
1045 
1046    _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_with_depth);
1047    _mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_without_depth);
1048 
1049    if (blit->depthTex.tex_obj != NULL) {
1050       _mesa_delete_nameless_texture(ctx, blit->depthTex.tex_obj);
1051       blit->depthTex.tex_obj = NULL;
1052    }
1053 }
1054 
1055 void
_mesa_meta_and_swrast_BlitFramebuffer(struct gl_context * ctx,struct gl_framebuffer * readFb,struct gl_framebuffer * drawFb,GLint srcX0,GLint srcY0,GLint srcX1,GLint srcY1,GLint dstX0,GLint dstY0,GLint dstX1,GLint dstY1,GLbitfield mask,GLenum filter)1056 _mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx,
1057                                       struct gl_framebuffer *readFb,
1058                                       struct gl_framebuffer *drawFb,
1059                                       GLint srcX0, GLint srcY0,
1060                                       GLint srcX1, GLint srcY1,
1061                                       GLint dstX0, GLint dstY0,
1062                                       GLint dstX1, GLint dstY1,
1063                                       GLbitfield mask, GLenum filter)
1064 {
1065    mask = _mesa_meta_BlitFramebuffer(ctx, readFb, drawFb,
1066                                      srcX0, srcY0, srcX1, srcY1,
1067                                      dstX0, dstY0, dstX1, dstY1,
1068                                      mask, filter);
1069    if (mask == 0x0)
1070       return;
1071 
1072    _swrast_BlitFramebuffer(ctx, readFb, drawFb,
1073                            srcX0, srcY0, srcX1, srcY1,
1074                            dstX0, dstY0, dstX1, dstY1,
1075                            mask, filter);
1076 }
1077