[Mesa-dev] [PATCH] meta: Add GLSL variant of _mesa_meta_GenerateMipmap() function
Brian Paul
brianp at vmware.com
Tue Aug 28 07:19:17 PDT 2012
On 08/28/2012 12:14 AM, Anuj Phogat wrote:
> 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 =
These strings can all be declared 'static const'.
> + "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;
A comment like /* Check if already initialized */ would be good.
> + /* 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);
It seems a little weird to immediately call DeleteObject() on the
shaders you're using (yes, I know they're reference counted) but I
guess it's OK. Maybe a comment is in order.
> + _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;
For consistency with the other vars, a better name would be
currentTexUnitSave.
> + 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);
Doesn't this _mesa_BindVertexArray() call belong before the
VertexAttribPointer() calls above?
> + _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);
If we're using shaders, we don't need to explicitly enable
(fixed-function) texturing.
> +
> + /* 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);
> + }
This whole loops looks identical to the main loop in
_mesa_meta_GenerateMipmap(). It looks like there's quite a bit of
other overlap with _mesa_meta_GenerateMipmap() besides the loop. Are
you sure the two functions can't be combined?
I think something like this would be possible:
_mesa_meta_GenerateMipmap()
{
if (use glsl version)
setup_glsl_gen_mipmap();
else
setup_ff_gen_mipmap();
gen-mip-map main loop code here;
clean-up.
}
> +
> + 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;
> }
-Brian
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