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

Ian Romanick idr at freedesktop.org
Wed Aug 29 18:33:41 PDT 2012


On 08/27/2012 11:14 PM, 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 =
> +      "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) {

    if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130)
        || _mesa_is_gles3(ctx)) {

> +      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) {

There's no sRGB texture decode in GLES 2.0 or GLES 3.0.

    if (ctx->Extensions.EXT_texture_sRGB_decode && ctx->API != 
API_OPENGLES2) {

> +         _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) {

There's no sRGB framebuffer in GLES 2.0, but it does exist in GLES 3.0.

> +      _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 */

We don't do texture borders, so border will always be zero.  Always.

> +
> +      /* 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;
>   }
>


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