[Mesa-dev] [PATCH] meta: Add GLSL variant of _mesa_meta_GenerateMipmap() function

Anuj Phogat anuj.phogat at gmail.com
Mon Aug 27 23:14:17 PDT 2012


This reduces the overhead of using the fixed function internally
in the driver.

Note: ARB_fragment_shader is not present in intel->gen < 4. I'll send
out a separate patch to avoid enabling _mesa_meta_GenerateMipmap() in
those chips.
No regressions observed in all.tests with this patch. Need more testing
for integer textures.

Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
 src/mesa/drivers/common/meta.c         |  344 ++++++++++++++++++++++++++++++++
 src/mesa/drivers/common/meta.h         |    4 +
 src/mesa/drivers/dri/intel/intel_tex.c |    1 +
 3 files changed, 349 insertions(+), 0 deletions(-)

diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 8c9c803..5de5b54 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -282,6 +282,8 @@ struct gen_mipmap_state
    GLuint VBO;
    GLuint FBO;
    GLuint Sampler;
+   GLuint ShaderProg;
+   GLuint IntegerShaderProg;
 };
 
 
@@ -330,6 +332,8 @@ struct gl_meta_state
 static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
 static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
 static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
+static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+                                              struct gen_mipmap_state *mipmap);
 
 static GLuint
 compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
@@ -422,6 +426,7 @@ _mesa_meta_free(struct gl_context *ctx)
    _mesa_make_current(ctx, NULL, NULL);
    meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
    meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
+   meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
    cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
    if (old_context)
       _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
@@ -3158,6 +3163,345 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
    _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
 }
 
+static void
+meta_glsl_GenerateMipmap_init(struct gl_context *ctx,
+                              struct gen_mipmap_state *mipmap)
+{
+   const char *vs_source =
+      "attribute vec2 position;\n"
+      "attribute vec3 textureCoords;\n"
+      "varying vec3 texCoords;\n"
+      "void main()\n"
+      "{\n"
+      "   texCoords = textureCoords;\n"
+      "   gl_Position = vec4(position, 0.0, 1.0);\n"
+      "}\n";
+   const char *fs_source =
+      "uniform sampler2D tex2d;\n"
+      "varying vec3 texCoords;\n"
+      "void main()\n"
+      "{\n"
+      "   gl_FragColor = texture2D(tex2d, texCoords.xy);\n"
+      "}\n";
+ 
+   const char *vs_int_source =
+      "#version 130\n"
+      "in vec2 position;\n"
+      "in vec3 textureCoords;\n"
+      "out vec3 texCoords;\n"
+      "void main()\n"
+      "{\n"
+      "   texCoords = textureCoords;\n"
+      "   gl_Position = gl_Vertex;\n"
+      "}\n";
+   const char *fs_int_source =
+      "#version 130\n"
+      "uniform isampler2D tex2d;\n"
+      "in vec3 texCoords;\n"
+      "out ivec4 out_color;\n"
+      "\n"
+      "void main()\n"
+      "{\n"
+      "   out_color = texture(tex2d, texCoords.xy);\n"
+      "}\n";
+   GLuint vs, fs;
+
+   if (mipmap->ArrayObj != 0)
+      return;
+   /* create vertex array object */
+   _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
+   _mesa_BindVertexArray(mipmap->ArrayObj);
+
+   /* create vertex array buffer */
+   _mesa_GenBuffersARB(1, &mipmap->VBO);
+   _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+
+   vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
+   _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
+   _mesa_CompileShaderARB(vs);
+
+   fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
+   _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
+   _mesa_CompileShaderARB(fs);
+
+   mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
+   _mesa_AttachShader(mipmap->ShaderProg, fs);
+   _mesa_DeleteObjectARB(fs);
+   _mesa_AttachShader(mipmap->ShaderProg, vs);
+   _mesa_DeleteObjectARB(vs);
+   _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
+   _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
+   _mesa_EnableVertexAttribArrayARB(0);
+   _mesa_EnableVertexAttribArrayARB(1);
+   _mesa_LinkProgramARB(mipmap->ShaderProg);
+
+   if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
+      vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
+      fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
+
+      mipmap->IntegerShaderProg = _mesa_CreateProgramObjectARB();
+      _mesa_AttachShader(mipmap->IntegerShaderProg, fs);
+      _mesa_DeleteObjectARB(fs);
+      _mesa_AttachShader(mipmap->IntegerShaderProg, vs);
+      _mesa_DeleteObjectARB(vs);
+      _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 0, "position");
+      _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 1, "texcoords");
+
+      /* Note that user-defined out attributes get automatically assigned
+       * locations starting from 0, so we don't need to explicitly
+       * BindFragDataLocation to 0.
+       */
+
+      link_program_with_debug(ctx, mipmap->IntegerShaderProg);
+   }
+}
+
+static void
+meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+                                 struct gen_mipmap_state *mipmap)
+{
+   if (mipmap->ArrayObj == 0)
+      return;
+   _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
+   mipmap->ArrayObj = 0;
+   _mesa_DeleteBuffersARB(1, &mipmap->VBO);
+   mipmap->VBO = 0;
+   _mesa_DeleteObjectARB(mipmap->ShaderProg);
+   mipmap->ShaderProg = 0;
+
+   if (mipmap->IntegerShaderProg) {
+      _mesa_DeleteObjectARB(mipmap->IntegerShaderProg);
+      mipmap->IntegerShaderProg = 0;
+   }
+}
+
+/**
+ * Meta implementation of ctx->Driver.GenerateMipmap() in terms of polygon
+ * rendering using glsl shader programs.
+ */
+void
+_mesa_meta_glsl_GenerateMipmap(struct gl_context *ctx, GLenum target,
+                               struct gl_texture_object *texObj)
+{
+   struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
+   struct vertex {
+      GLfloat x, y, tex[3];
+   };
+   struct vertex verts[4];
+   const GLuint baseLevel = texObj->BaseLevel;
+   const GLuint maxLevel = texObj->MaxLevel;
+   const GLint maxLevelSave = texObj->MaxLevel;
+   const GLboolean genMipmapSave = texObj->GenerateMipmap;
+   const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
+   const GLuint fboSave = ctx->DrawBuffer->Name;
+   const GLuint original_active_unit = ctx->Texture.CurrentUnit;
+   GLenum faceTarget;
+   GLuint dstLevel;
+   const GLuint border = 0;
+   const GLint slice = 0;
+   GLuint samplerSave;
+
+   if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
+      _mesa_generate_mipmap(ctx, target, texObj);
+      return;
+   }
+
+   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
+       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
+      faceTarget = target;
+      target = GL_TEXTURE_CUBE_MAP;
+   }
+   else {
+      faceTarget = target;
+   }
+
+   _mesa_meta_begin(ctx, MESA_META_ALL);
+   meta_glsl_GenerateMipmap_init(ctx, mipmap);
+   /* setup vertex arrays */
+   _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
+                                sizeof(struct vertex), OFFSET(x));
+   _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
+                                sizeof(struct vertex), OFFSET(tex));
+   if (texObj->_IsIntegerFormat)
+      _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
+   else
+      _mesa_UseProgramObjectARB(mipmap->ShaderProg);
+
+   _mesa_BindVertexArray(mipmap->ArrayObj);
+   _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+
+   samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+      ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+
+   if (original_active_unit != 0)
+      _mesa_BindTexture(target, texObj->Name);
+
+   if (!mipmap->FBO) {
+      _mesa_GenFramebuffersEXT(1, &mipmap->FBO);
+   }
+
+   if (!mipmap->Sampler) {
+      _mesa_GenSamplers(1, &mipmap->Sampler);
+      _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
+      _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+      _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+      _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+      _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+      _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+      /* We don't want to encode or decode sRGB values; treat them as linear */
+      if (ctx->Extensions.EXT_texture_sRGB_decode) {
+         _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
+               GL_SKIP_DECODE_EXT);
+      }
+
+   } else {
+      _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
+   }
+
+   _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, mipmap->FBO);
+
+   if (ctx->API == API_OPENGL || ctx->API == API_OPENGLES)
+      _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, GL_FALSE);
+   else
+      assert(!genMipmapSave);
+
+   if (ctx->Extensions.EXT_framebuffer_sRGB) {
+      _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
+   }
+
+   _mesa_set_enable(ctx, target, GL_TRUE);
+
+   /* setup texcoords (XXX what about border?) */
+   setup_texture_coords(faceTarget,
+                        slice,
+                        0, 0, /* width, height never used here */
+                        verts[0].tex,
+                        verts[1].tex,
+                        verts[2].tex,
+                        verts[3].tex);
+
+   /* setup vertex positions */
+   verts[0].x = -1.0F;
+   verts[0].y = -1.0F;
+   verts[1].x =  1.0F;
+   verts[1].y = -1.0F;
+   verts[2].x =  1.0F;
+   verts[2].y =  1.0F;
+   verts[3].x = -1.0F;
+   verts[3].y =  1.0F;
+      
+   /* upload vertex data */
+   _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
+                       GL_DYNAMIC_DRAW_ARB);
+
+   /* texture is already locked, unlock now */
+   _mesa_unlock_texture(ctx, texObj);
+
+   for (dstLevel = baseLevel + 1; dstLevel <= maxLevel; dstLevel++) {
+      const struct gl_texture_image *srcImage;
+      const GLuint srcLevel = dstLevel - 1;
+      GLsizei srcWidth, srcHeight, srcDepth;
+      GLsizei dstWidth, dstHeight, dstDepth;
+      GLenum status;
+
+      srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
+      assert(srcImage->Border == 0); /* XXX we can fix this */
+
+      /* src size w/out border */
+      srcWidth = srcImage->Width - 2 * border;
+      srcHeight = srcImage->Height - 2 * border;
+      srcDepth = srcImage->Depth - 2 * border;
+
+      /* new dst size w/ border */
+      dstWidth = MAX2(1, srcWidth / 2) + 2 * border;
+      dstHeight = MAX2(1, srcHeight / 2) + 2 * border;
+      dstDepth = MAX2(1, srcDepth / 2) + 2 * border;
+
+      if (dstWidth == srcImage->Width &&
+          dstHeight == srcImage->Height &&
+          dstDepth == srcImage->Depth) {
+         /* all done */
+         break;
+      }
+
+      /* Allocate storage for the destination mipmap image(s) */
+
+      /* Set MaxLevel large enough to hold the new level when we allocate it */
+      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, dstLevel);
+
+      if (!_mesa_prepare_mipmap_level(ctx, texObj, dstLevel,
+                                      dstWidth, dstHeight, dstDepth,
+                                      srcImage->Border,
+                                      srcImage->InternalFormat,
+                                      srcImage->TexFormat)) {
+         /* All done.  We either ran out of memory or we would go beyond the
+          * last valid level of an immutable texture if we continued.
+          */
+         break;
+      }
+
+      /* limit minification to src level */
+      _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
+
+      /* Set to draw into the current dstLevel */
+      if (target == GL_TEXTURE_1D) {
+         _mesa_FramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT,
+                                       GL_COLOR_ATTACHMENT0_EXT,
+                                       target,
+                                       texObj->Name,
+                                       dstLevel);
+      }
+      else if (target == GL_TEXTURE_3D) {
+         GLint zoffset = 0; /* XXX unfinished */
+         _mesa_FramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
+                                       GL_COLOR_ATTACHMENT0_EXT,
+                                       target,
+                                       texObj->Name,
+                                       dstLevel, zoffset);
+      }
+      else {
+         /* 2D / cube */
+         _mesa_FramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
+                                       GL_COLOR_ATTACHMENT0_EXT,
+                                       faceTarget,
+                                       texObj->Name,
+                                       dstLevel);
+      }
+
+      _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
+      /* sanity check */
+      status = _mesa_CheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+      if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+         _mesa_problem(ctx, "Unexpected incomplete framebuffer in "
+                       "_mesa_meta_GenerateMipmap()");
+         break;
+      }
+
+      assert(dstWidth == ctx->DrawBuffer->Width);
+      assert(dstHeight == ctx->DrawBuffer->Height);
+
+      /* setup viewport */
+      _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
+      _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+   }
+
+   if (ctx->Extensions.EXT_framebuffer_sRGB && srgbBufferSave) {
+      _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE);
+   }
+
+   _mesa_lock_texture(ctx, texObj); /* relock */
+
+   _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+
+   _mesa_meta_end(ctx);
+
+   _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
+   if (genMipmapSave)
+      _mesa_TexParameteri(target, GL_GENERATE_MIPMAP, genMipmapSave);
+
+   _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboSave);
+}
+
 
 /**
  * Determine the GL data type to use for the temporary image read with
diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h
index d8dfb56..ea1bc3a 100644
--- a/src/mesa/drivers/common/meta.h
+++ b/src/mesa/drivers/common/meta.h
@@ -112,6 +112,10 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
                           struct gl_texture_object *texObj);
 
 extern void
+_mesa_meta_glsl_GenerateMipmap(struct gl_context *ctx, GLenum target,
+                               struct gl_texture_object *texObj);
+
+extern void
 _mesa_meta_CopyTexSubImage(struct gl_context *ctx, GLuint dims,
                            struct gl_texture_image *texImage,
                            GLint xoffset, GLint yoffset, GLint zoffset,
diff --git a/src/mesa/drivers/dri/intel/intel_tex.c b/src/mesa/drivers/dri/intel/intel_tex.c
index 4abe988..256fdd4 100644
--- a/src/mesa/drivers/dri/intel/intel_tex.c
+++ b/src/mesa/drivers/dri/intel/intel_tex.c
@@ -219,4 +219,5 @@ intelInitTextureFuncs(struct dd_function_table *functions)
    functions->AllocTextureStorage = intel_alloc_texture_storage;
    functions->MapTextureImage = intel_map_texture_image;
    functions->UnmapTextureImage = intel_unmap_texture_image;
+   functions->GenerateMipmap = _mesa_meta_glsl_GenerateMipmap;
 }
-- 
1.7.7.6



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