Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(140)

Unified Diff: gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc

Issue 2456913002: Revert "gpu, cmaa: copy RGBA8 texture via glCopyTexSubImage2D() instead of imageStore()." (Closed)
Patch Set: Created 4 years, 2 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
« no previous file with comments | « gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.h ('k') | no next file » | no next file with comments »
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
Index: gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc
diff --git a/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc b/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc
index 58051d49b45657ef86d52514034054608498e89f..b9209835ff59f42a90c35ec838a81ccef0fb802b 100644
--- a/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc
+++ b/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc
@@ -28,6 +28,8 @@ ApplyFramebufferAttachmentCMAAINTELResourceManager::
frame_id_(0),
width_(0),
height_(0),
+ copy_to_framebuffer_shader_(0),
+ copy_to_image_shader_(0),
edges0_shader_(0),
edges1_shader_(0),
edges_combine_shader_(0),
@@ -41,11 +43,12 @@ ApplyFramebufferAttachmentCMAAINTELResourceManager::
edges1_texture_(0),
mini4_edge_texture_(0),
mini4_edge_depth_texture_(0),
- edges0_shader_result_rgba_texture_slot1_(0),
- edges0_shader_target_texture_slot2_(0),
- edges1_shader_result_edge_texture_(0),
- process_and_apply_shader_result_rgba_texture_slot1_(0),
- edges_combine_shader_result_edge_texture_(0) {}
+ edges1_shader_result_texture_float4_slot1_(0),
+ edges1_shader_result_texture_(0),
+ edges_combine_shader_result_texture_float4_slot1_(0),
+ process_and_apply_shader_result_texture_float4_slot1_(0),
+ edges_combine_shader_result_texture_slot2_(0),
+ copy_to_image_shader_outTexture_(0) {}
ApplyFramebufferAttachmentCMAAINTELResourceManager::
~ApplyFramebufferAttachmentCMAAINTELResourceManager() {
@@ -58,6 +61,10 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize(
is_gles31_compatible_ =
decoder->GetGLContext()->GetVersionInfo()->IsAtLeastGLES(3, 1);
+ copy_to_image_shader_ = CreateProgram("", vert_str_, copy_frag_str_);
+ copy_to_framebuffer_shader_ =
+ CreateProgram("#define OUT_FBO 1\n", vert_str_, copy_frag_str_);
+
// Check if RGBA8UI is supported as an FBO colour target with depth.
// If not supported, GLSL needs to convert the data to/from float so there is
// a small extra cost.
@@ -173,16 +180,18 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize(
process_and_apply_shader_ =
CreateProgram(blur.str().c_str(), vert_str_, cmaa_frag_c_str);
- edges0_shader_result_rgba_texture_slot1_ =
- glGetUniformLocation(edges0_shader_, "g_resultRGBATextureSlot1");
- edges0_shader_target_texture_slot2_ =
- glGetUniformLocation(edges0_shader_, "g_targetTextureSlot2");
- edges1_shader_result_edge_texture_ =
- glGetUniformLocation(edges1_shader_, "g_resultEdgeTexture");
- edges_combine_shader_result_edge_texture_ =
- glGetUniformLocation(edges_combine_shader_, "g_resultEdgeTexture");
- process_and_apply_shader_result_rgba_texture_slot1_ = glGetUniformLocation(
- process_and_apply_shader_, "g_resultRGBATextureSlot1");
+ edges1_shader_result_texture_float4_slot1_ =
+ glGetUniformLocation(edges0_shader_, "g_resultTextureFlt4Slot1");
+ edges1_shader_result_texture_ =
+ glGetUniformLocation(edges1_shader_, "g_resultTexture");
+ edges_combine_shader_result_texture_float4_slot1_ =
+ glGetUniformLocation(edges_combine_shader_, "g_resultTextureFlt4Slot1");
+ edges_combine_shader_result_texture_slot2_ =
+ glGetUniformLocation(edges_combine_shader_, "g_resultTextureSlot2");
+ process_and_apply_shader_result_texture_float4_slot1_ = glGetUniformLocation(
+ process_and_apply_shader_, "g_resultTextureFlt4Slot1");
+ copy_to_image_shader_outTexture_ =
+ glGetUniformLocation(copy_to_image_shader_, "outTexture");
initialized_ = true;
}
@@ -193,6 +202,8 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::Destroy() {
ReleaseTextures();
+ glDeleteProgram(copy_to_image_shader_);
+ glDeleteProgram(copy_to_framebuffer_shader_);
glDeleteProgram(process_and_apply_shader_);
glDeleteProgram(edges_combine_shader_);
glDeleteProgram(edges1_shader_);
@@ -213,10 +224,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::
if (!framebuffer)
return;
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_BLEND);
+ GLuint last_framebuffer = framebuffer->service_id();
// Process each color attachment of the current draw framebuffer.
uint32_t max_draw_buffers = decoder->GetContextGroup()->max_draw_buffers();
@@ -241,20 +249,39 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::
// Process using a GL_RGBA8 copy if this is not the case.
bool do_copy = internal_format != GL_RGBA8;
+ // Copy source_texture to rgba8_texture_
+ if (do_copy) {
+ CopyTexture(source_texture, rgba8_texture_, false);
+ }
+
// CMAA Effect
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer);
if (do_copy) {
- ApplyCMAAEffectTexture(source_texture, rgba8_texture_, do_copy);
+ ApplyCMAAEffectTexture(rgba8_texture_, rgba8_texture_);
} else {
- ApplyCMAAEffectTexture(source_texture, source_texture, do_copy);
+ ApplyCMAAEffectTexture(source_texture, source_texture);
}
// Copy rgba8_texture_ to source_texture
if (do_copy) {
- // copy_framebuffer_ always binds rgba8_texture_
+ // Move source_texture to the first color attachment of the copy fbo.
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
+ GL_TEXTURE_2D, 0, 0);
+ glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, source_texture, 0);
+
+ CopyTexture(rgba8_texture_, source_texture, true);
+
+ // Restore color attachments
glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_);
- CopyTexture(source_texture);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, rgba8_texture_, 0);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
+ GL_TEXTURE_2D, source_texture, 0);
}
- decoder->RestoreTextureState(source_texture);
}
}
@@ -271,8 +298,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::
void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
GLuint source_texture,
- GLuint dest_texture,
- bool do_copy) {
+ GLuint dest_texture) {
frame_id_++;
GLuint edge_texture_a;
@@ -318,7 +344,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
// Outputs
// gl_FragDepth mini4_edge_depth_texture_ fbo.depth
// out uvec4 outEdges mini4_edge_texture_ fbo.col
- // image2D g_resultRGBATextureSlot1 working_color_texture_ image1
+ // image2D g_resultTextureFlt4Slot1 working_color_texture_ image1
GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F;
{
@@ -329,18 +355,10 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if (!is_gles31_compatible_) {
- glUniform1i(edges0_shader_result_rgba_texture_slot1_, 1);
- glUniform1i(edges0_shader_target_texture_slot2_, 2);
+ glUniform1i(edges1_shader_result_texture_float4_slot1_, 1);
}
glBindImageTextureEXT(1, working_color_texture_, 0, GL_FALSE, 0,
GL_WRITE_ONLY, GL_RGBA8);
- if (do_copy) {
- glUniform1i(2, GL_TRUE);
- glBindImageTextureEXT(2, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY,
- GL_RGBA8);
- } else {
- glUniform1i(2, GL_FALSE);
- }
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, source_texture);
@@ -357,7 +375,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
// Inputs
// g_src0Texture4Uint mini4_edge_texture_ tex1
// Outputs
- // image2D g_resultEdgeTexture edge_texture_b image0
+ // image2D g_resultTexture edge_texture_b image0
{
glUseProgram(edges1_shader_);
glUniform2f(0, 1.0f / width_, 1.0f / height_);
@@ -366,7 +384,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (!is_gles31_compatible_) {
- glUniform1i(edges1_shader_result_edge_texture_, 0);
+ glUniform1i(edges1_shader_result_texture_, 0);
}
glBindImageTextureEXT(0, edge_texture_b, 0, GL_FALSE, 0, GL_WRITE_ONLY,
edge_format);
@@ -390,7 +408,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
// Inputs
// g_src0TextureFlt edge_texture_b tex1 //ps
// Outputs
- // image2D g_resultEdgeTexture edge_texture_a image2
+ // image2D g_resultTextureSlot2 edge_texture_a image2
// gl_FragDepth mini4_edge_texture_ fbo.depth
{
// Combine edges: each pixel will now contain info on all (top, right,
@@ -403,9 +421,9 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (!is_gles31_compatible_) {
- glUniform1i(edges_combine_shader_result_edge_texture_, 0);
+ glUniform1i(edges_combine_shader_result_texture_slot2_, 2);
}
- glBindImageTextureEXT(0, edge_texture_a, 0, GL_FALSE, 0, GL_WRITE_ONLY,
+ glBindImageTextureEXT(2, edge_texture_a, 0, GL_FALSE, 0, GL_WRITE_ONLY,
edge_format);
glActiveTexture(GL_TEXTURE1);
@@ -429,7 +447,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
// g_src0TextureFlt edge_texture_a tex1 //ps
// sampled
// Outputs
- // g_resultRGBATextureSlot1 dest_texture image1
+ // g_resultTextureFlt4Slot1 dest_texture image1
// gl_FragDepth mini4_edge_texture_ fbo.depth
{
glUseProgram(process_and_apply_shader_);
@@ -439,7 +457,7 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (!is_gles31_compatible_) {
- glUniform1i(process_and_apply_shader_result_rgba_texture_slot1_, 1);
+ glUniform1i(process_and_apply_shader_result_texture_float4_slot1_, 1);
}
glBindImageTextureEXT(1, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY,
GL_RGBA8);
@@ -477,9 +495,6 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::OnSize(GLint width,
glGenTextures(1, &rgba8_texture_);
glBindTexture(GL_TEXTURE_2D, rgba8_texture_);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
- glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
- rgba8_texture_, 0);
// Edges texture - R8
// OpenGLES has no single component 8/16-bit image support, so needs to be R32
@@ -550,15 +565,32 @@ void ApplyFramebufferAttachmentCMAAINTELResourceManager::ReleaseTextures() {
}
void ApplyFramebufferAttachmentCMAAINTELResourceManager::CopyTexture(
- GLint dest) {
+ GLint source,
+ GLint dest,
+ bool via_fbo) {
+ glViewport(0, 0, width_, height_);
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, dest);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glBindTexture(GL_TEXTURE_2D, source);
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, width_, height_);
+ if (!via_fbo) {
+ glUseProgram(copy_to_image_shader_);
+ if (!is_gles31_compatible_) {
+ glUniform1i(copy_to_image_shader_outTexture_, 0);
+ }
+ glBindImageTextureEXT(0, dest, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
+ } else {
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_CULL_FACE);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_BLEND);
+ glUseProgram(copy_to_framebuffer_shader_);
+ }
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ glUseProgram(0);
+ glBindTexture(GL_TEXTURE_2D, 0);
}
GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateProgram(
@@ -683,9 +715,6 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s1_[] =
\n#ifndef EDGE_DETECT_THRESHOLD\n
layout(location = 1) uniform float g_ColorThreshold;
\n#endif\n
- \n#ifdef DETECT_EDGES1\n
- layout(location = 2) uniform int g_DoCopy;
- \n#endif\n
\n#ifdef SUPPORTS_USAMPLER2D\n
\n#define USAMPLER usampler2D\n
@@ -710,18 +739,18 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s1_[] =
// bind to image stage 0/1/2
\n#ifdef GL_ES\n
layout(binding = 0, EDGE_READ_FORMAT) restrict writeonly uniform highp
- image2D g_resultEdgeTexture;
+ image2D g_resultTexture;
layout(binding = 1, rgba8) restrict writeonly uniform highp
- image2D g_resultRGBATextureSlot1;
- layout(binding = 2, rgba8) restrict writeonly uniform highp
- image2D g_targetTextureSlot2;
+ image2D g_resultTextureFlt4Slot1;
+ layout(binding = 2, EDGE_READ_FORMAT) restrict writeonly uniform highp
+ image2D g_resultTextureSlot2;
\n#else\n
layout(EDGE_READ_FORMAT) restrict writeonly uniform highp
- image2D g_resultEdgeTexture;
+ image2D g_resultTexture;
layout(rgba8) restrict writeonly uniform highp
- image2D g_resultRGBATextureSlot1;
- layout(rgba8) restrict writeonly uniform highp
- image2D g_targetTextureSlot2;
+ image2D g_resultTextureFlt4Slot1;
+ layout(EDGE_READ_FORMAT) restrict writeonly uniform highp
+ image2D g_resultTextureSlot2;
\n#endif\n
// Constants
@@ -980,7 +1009,7 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s1_[] =
float(pixelPos.y) + 0.5);
\n#ifdef DEBUG_OUTPUT_AAINFO\n
- imageStore(g_resultEdgeTexture, pixelPos,
+ imageStore(g_resultTextureSlot2, pixelPos,
PackBlurAAInfo(pixelPos, 1u));
\n#endif\n
@@ -997,7 +1026,7 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s1_[] =
\n#ifdef IN_GAMMA_CORRECT_MODE\n
color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb);
\n#endif\n
- imageStore(g_resultRGBATextureSlot1, pixelPos, color);
+ imageStore(g_resultTextureFlt4Slot1, pixelPos, color);
}
}
@@ -1057,13 +1086,6 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s1_[] =
vec4 pixel12 =
texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 2));
- if (g_DoCopy == 1) {
- imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(0, 0), pixel00);
- imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(1, 0), pixel10);
- imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(0, 1), pixel01);
- imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(1, 1), pixel11);
- }
-
float storeFlagPixel00 = 0.0;
float storeFlagPixel10 = 0.0;
float storeFlagPixel20 = 0.0;
@@ -1137,28 +1159,28 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s1_[] =
if (gl_FragDepth != 0.0) {
if (storeFlagPixel00 != 0.0)
- imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(0, 0),
+ imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 0),
pixel00);
if (storeFlagPixel10 != 0.0)
- imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(1, 0),
+ imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 0),
pixel10);
if (storeFlagPixel20 != 0.0)
- imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(2, 0),
+ imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(2, 0),
pixel20);
if (storeFlagPixel01 != 0.0)
- imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(0, 1),
+ imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 1),
pixel01);
if (storeFlagPixel02 != 0.0)
- imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(0, 2),
+ imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 2),
pixel02);
if (storeFlagPixel11 != 0.0)
- imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(1, 1),
+ imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 1),
pixel11);
if (storeFlagPixel21 != 0.0)
- imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(2, 1),
+ imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(2, 1),
pixel21);
if (storeFlagPixel12 != 0.0)
- imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(1, 2),
+ imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 2),
pixel12);
}
outEdges = STORE_UVEC4(outputEdges);
@@ -1263,7 +1285,7 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s2_[] =
CollectEdges(2, 2, edges, packedVals);
uint pe = PackEdge(PruneNonDominantEdges(edges));
if (pe != 0u) {
- imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(0, 0),
+ imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(0, 0),
vec4(float(0x80u | pe) / 255.0, 0, 0, 0));
}
}
@@ -1292,7 +1314,7 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s2_[] =
// Note: texelFetch() on out of range gives an undefined value.
uint pe = PackEdge(dominant_edges * uvec4(notTopRight.x, 1, 1, 1));
if (pe != 0u) {
- imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(1, 0),
+ imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(1, 0),
vec4(float(0x80u | pe) / 255.0, 0, 0, 0));
}
}
@@ -1319,7 +1341,7 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s2_[] =
uvec4 dominant_edges = PruneNonDominantEdges(edges);
uint pe = PackEdge(dominant_edges * uvec4(1, notTopRight.y, 1, 1));
if (pe != 0u) {
- imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(0, 1),
+ imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(0, 1),
vec4(float(0x80u | pe) / 255.0, 0, 0, 0));
}
}
@@ -1329,7 +1351,7 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s2_[] =
uvec4 dominant_edges = PruneNonDominantEdges(edges);
uint pe = PackEdge(dominant_edges * uvec4(notTopRight, 1, 1));
if (pe != 0u) {
- imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(1, 1),
+ imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(1, 1),
vec4(float(0x80u | pe) / 255.0, 0, 0, 0));
}
}
@@ -1387,13 +1409,13 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s2_[] =
pixelsC | ((pixelsL & 0x01u) << 2u) | ((pixelsU & 0x02u) << 2u);
vec4 outEdge4Flt = vec4(outEdge4) / 255.0;
- imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(0, 0),
+ imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(0, 0),
outEdge4Flt.xxxx);
- imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(1, 0),
+ imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(1, 0),
outEdge4Flt.yyyy);
- imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(0, 1),
+ imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(0, 1),
outEdge4Flt.zzzz);
- imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(1, 1),
+ imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(1, 1),
outEdge4Flt.wwww);
// uvec4 numberOfEdges4 = uvec4(bitCount(outEdge4));
@@ -1647,10 +1669,10 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s2_[] =
\n#endif\n
\n#ifdef DEBUG_OUTPUT_AAINFO\n
- imageStore(g_resultEdgeTexture, screenPosI.xy,
+ imageStore(g_resultTextureSlot2, screenPosI.xy,
PackBlurAAInfo(screenPosI.xy, numberOfEdges));
\n#endif\n
- imageStore(g_resultRGBATextureSlot1, screenPosI.xy, color);
+ imageStore(g_resultTextureFlt4Slot1, screenPosI.xy, color);
if (numberOfEdges == 2u) {
uint packedEdgesL = packedEdgesArray[(0 + _x) * 4 + (1 + _y)];
@@ -1860,6 +1882,30 @@ const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s2_[] =
\n#endif\n
}
);
+
+const char
+ ApplyFramebufferAttachmentCMAAINTELResourceManager::copy_frag_str_[] =
+ SHADER(
+ precision highp float;
+ layout(binding = 0) uniform highp sampler2D inTexture;
+ layout(location = 0) out vec4 outColor;
+ \n#ifdef GL_ES\n
+ layout(binding = 0, rgba8) restrict writeonly uniform highp
+ image2D outTexture;
+ \n#else\n
+ layout(rgba8) restrict writeonly uniform highp image2D outTexture;
+ \n#endif\n
+
+ void main() {
+ ivec2 screenPosI = ivec2( gl_FragCoord.xy );
+ vec4 pixel = texelFetch(inTexture, screenPosI, 0);
+ \n#ifdef OUT_FBO\n
+ outColor = pixel;
+ \n#else\n
+ imageStore(outTexture, screenPosI, pixel);
+ \n#endif\n
+ }
+ );
/* clang-format on */
} // namespace gles2
« no previous file with comments | « gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.h ('k') | no next file » | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698