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

Anuj Phogat anuj.phogat at gmail.com
Tue Aug 28 20:52:24 PDT 2012


On Wed, Aug 29, 2012 at 6:33 PM, Ian Romanick <idr at freedesktop.org> wrote:
> 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)
> {
>
>
Checking for GLES2 won't be necessary as we are anyway skipping the
sRGB decoding.

>> +         _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.
>
>
Right now we are disabling GL_FRAMEBUFFER_SRGB_EXT irrespective of
GL/GLES version. Do you meant that we should enable it for few cases like
OPENGLES3?
>> +      _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;
>>   }
>>
>

Thanks for the review. I'll follow up with an updated patch incorporating
 comments from you and Brian.

-Anuj


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