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authorBrian Paul <brianp@vmware.com>2009-10-02 13:59:41 -0600
committerBrian Paul <brianp@vmware.com>2009-10-02 14:00:02 -0600
commitbe16acaafa2f28bb7d4551ed93d2e290c928006c (patch)
treeba287a88923fcfcef9723cc2a226b03639dafaec /src/mesa/drivers
parent4182b58169c1c37833c590d00d0a6a52b2b55326 (diff)
mesa: optimized _mesa_meta_BlitFramebuffer() for src=texture case
If the src renderbuffer is actually a texture, we can directly use that texture as the src and avoid a copy.
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/common/meta.c130
1 files changed, 130 insertions, 0 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 20d47dc38b..12e0bdde88 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -1054,6 +1054,124 @@ init_blit_depth_pixels(GLcontext *ctx)
/**
+ * Try to do a glBiltFramebuffer using no-copy texturing.
+ * We can do this when the src renderbuffer is actually a texture.
+ * But if the src buffer == dst buffer we cannot do this.
+ *
+ * \return new buffer mask indicating the buffers left to blit using the
+ * normal path.
+ */
+static GLbitfield
+blitframebuffer_texture(GLcontext *ctx,
+ GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
+ GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
+ GLbitfield mask, GLenum filter)
+{
+ if (mask & GL_COLOR_BUFFER_BIT) {
+ const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
+ const struct gl_framebuffer *readFb = ctx->ReadBuffer;
+ const struct gl_renderbuffer_attachment *drawAtt =
+ &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
+ const struct gl_renderbuffer_attachment *readAtt =
+ &readFb->Attachment[readFb->_ColorReadBufferIndex];
+
+ if (readAtt && readAtt->Texture) {
+ const struct gl_texture_object *texObj = readAtt->Texture;
+ const GLenum minFilterSave = texObj->MinFilter;
+ const GLenum magFilterSave = texObj->MagFilter;
+ const GLenum target = texObj->Target;
+
+ if (drawAtt->Texture == readAtt->Texture) {
+ /* Can't use same texture as both the source and dest. We need
+ * to handle overlapping blits and besides, some hw may not
+ * support this.
+ */
+ return mask;
+ }
+
+ if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
+ /* Can't handle other texture types at this time */
+ return mask;
+ }
+
+ /*
+ printf("Blit from texture!\n");
+ printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
+ printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
+ */
+
+ /* Prepare src texture state */
+ _mesa_BindTexture(target, texObj->Name);
+ _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ /*_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);*/
+ _mesa_set_enable(ctx, target, GL_TRUE);
+
+ /* Prepare vertex data (the VBO was previously created and bound) */
+ {
+ struct vertex {
+ GLfloat x, y, s, t;
+ };
+ struct vertex verts[4];
+ GLfloat s0, t0, s1, t1;
+
+ if (target == GL_TEXTURE_2D) {
+ const struct gl_texture_image *texImage
+ = _mesa_select_tex_image(ctx, texObj, target,
+ readAtt->TextureLevel);
+ s0 = srcX0 / (float) texImage->Width;
+ s1 = srcX1 / (float) texImage->Width;
+ t0 = srcY0 / (float) texImage->Height;
+ t1 = srcY1 / (float) texImage->Height;
+ }
+ else {
+ assert(target == GL_TEXTURE_RECTANGLE_ARB);
+ s0 = srcX0;
+ s1 = srcX1;
+ t0 = srcY0;
+ t1 = srcY1;
+ }
+
+ verts[0].x = (GLfloat) dstX0;
+ verts[0].y = (GLfloat) dstY0;
+ verts[1].x = (GLfloat) dstX1;
+ verts[1].y = (GLfloat) dstY0;
+ verts[2].x = (GLfloat) dstX1;
+ verts[2].y = (GLfloat) dstY1;
+ verts[3].x = (GLfloat) dstX0;
+ verts[3].y = (GLfloat) dstY1;
+
+ verts[0].s = s0;
+ verts[0].t = t0;
+ verts[1].s = s1;
+ verts[1].t = t0;
+ verts[2].s = s1;
+ verts[2].t = t1;
+ verts[3].s = s0;
+ verts[3].t = t1;
+
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ }
+
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ /* Restore texture's filter state, the texture binding will
+ * be restored by _mesa_meta_end().
+ */
+ _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
+
+ /* Done with color buffer */
+ mask &= ~GL_COLOR_BUFFER_BIT;
+ }
+ }
+
+ return mask;
+}
+
+
+/**
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
* of texture mapping and polygon rendering.
*/
@@ -1124,6 +1242,18 @@ _mesa_meta_BlitFramebuffer(GLcontext *ctx,
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
}
+ /* Try faster, direct texture approach first */
+ mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1, mask, filter);
+ if (mask == 0x0) {
+ _mesa_meta_end(ctx);
+ return;
+ }
+
+ /* Continue with "normal" approach which involves copying the src rect
+ * into a temporary texture and is "blitted" by drawing a textured quad.
+ */
+
newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
/* vertex positions/texcoords (after texture allocation!) */