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

Brian Paul brianp at vmware.com
Wed Aug 29 08:21:53 PDT 2012


On 08/28/2012 11:28 PM, Anuj Phogat wrote:
> This reduces the overhead of using the fixed function internally
> in the driver.
>
> V2: Use setup_glsl_generate_mipmap() and setup_ff_generate_mipmap()
>      functions to avoid code duplication.
>      Use glsl version when ARB_{vertex, fragmet}_shader are present.
>      Remove redundant code.
>
> Signed-off-by: Anuj Phogat<anuj.phogat at gmail.com>
> ---
>   src/mesa/drivers/common/meta.c |  255 ++++++++++++++++++++++++++++++++--------
>   1 files changed, 208 insertions(+), 47 deletions(-)
>
> diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
> index 8c9c803..7d10166 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);
> @@ -2913,6 +2918,162 @@ setup_texture_coords(GLenum faceTarget,
>   }
>
>
> +static void
> +setup_ff_generate_mipmap(struct gl_context *ctx,
> +                           struct gen_mipmap_state *mipmap)
> +{
> +   struct vertex {
> +      GLfloat x, y, tex[3];
> +   };
> +
> +   if (mipmap->ArrayObj == 0) {
> +      /* one-time setup */
> +      /* create vertex array object */
> +      _mesa_GenVertexArraysAPPLE(1,&mipmap->ArrayObj);
> +      _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
> +
> +      /* create vertex array buffer */
> +      _mesa_GenBuffersARB(1,&mipmap->VBO);
> +      _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
> +      /* setup vertex arrays */
> +      _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
> +      _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
> +      _mesa_EnableClientState(GL_VERTEX_ARRAY);
> +      _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
> +   }
> +
> +   /* setup projection matrix */
> +   _mesa_MatrixMode(GL_PROJECTION);
> +   _mesa_LoadIdentity();
> +   _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
> +}
> +
> +
> +static void
> +setup_glsl_generate_mipmap(struct gl_context *ctx,
> +                           struct gen_mipmap_state *mipmap)
> +{
> +   struct vertex {
> +      GLfloat x, y, tex[3];
> +   };
> +
> +   static 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";
> +   static const char *fs_source =
> +      "uniform sampler2D tex2d;\n"
> +      "varying vec3 texCoords;\n"
> +      "void main()\n"
> +      "{\n"
> +      "   gl_FragColor = texture2D(tex2d, texCoords.xy);\n"
> +      "}\n";
> +
> +   static 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";
> +   static 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;
> +
> +   /* Check if already initialized */
> +   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);

Use compile_shader_with_debug() as below?

> +
> +   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");
> +   /* 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));
> +   _mesa_EnableVertexAttribArrayARB(0);
> +   _mesa_EnableVertexAttribArrayARB(1);

Maybe move the vertex array setup higher, near the /* create vertex 
array object */ code?


> +   _mesa_LinkProgramARB(mipmap->ShaderProg);

Use link_program_with_debug() as below?


> +
> +   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;
> +   }
> +}
> +
> +
>   /**
>    * Called via ctx->Driver.GenerateMipmap()
>    * Note: We don't yet support 3D textures, 1D/2D array textures or texture
> @@ -2933,7 +3094,9 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
>      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;
> +   const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
> +   const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader&&
> +                                      ctx->Extensions.ARB_fragment_shader;
>      GLenum faceTarget;
>      GLuint dstLevel;
>      const GLuint border = 0;
> @@ -2955,37 +3118,32 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
>      }
>
>      _mesa_meta_begin(ctx, MESA_META_ALL);
> +
> +   /* Choose between glsl version and fixed function version of
> +    * GenerateMipmap function.
> +    */
> +   if (use_glsl_version) {
> +      setup_glsl_generate_mipmap(ctx, mipmap);
> +
> +      if (texObj->_IsIntegerFormat)
> +         _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
> +      else
> +         _mesa_UseProgramObjectARB(mipmap->ShaderProg);
> +   }
> +   else {
> +      setup_ff_generate_mipmap(ctx, mipmap);
> +      _mesa_set_enable(ctx, target, GL_TRUE);
> +   }
>
> +   _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)
> +   if (currentTexUnitSave != 0)
>         _mesa_BindTexture(target, texObj->Name);
>
> -   if (mipmap->ArrayObj == 0) {
> -      /* one-time setup */
> -
> -      /* create vertex array object */
> -      _mesa_GenVertexArraysAPPLE(1,&mipmap->ArrayObj);
> -      _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
> -
> -      /* create vertex array buffer */
> -      _mesa_GenBuffersARB(1,&mipmap->VBO);
> -      _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
> -      _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
> -                          NULL, GL_DYNAMIC_DRAW_ARB);
> -
> -      /* setup vertex arrays */
> -      _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
> -      _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
> -      _mesa_EnableClientState(GL_VERTEX_ARRAY);
> -      _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
> -   }
> -   else {
> -      _mesa_BindVertexArray(mipmap->ArrayObj);
> -      _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
> -   }
> -
>      if (!mipmap->FBO) {
>         _mesa_GenFramebuffersEXT(1,&mipmap->FBO);
>      }
> @@ -2993,11 +3151,21 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
>      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);
> +
> +      if(use_glsl_version&&  texObj->_IsIntegerFormat)

space after 'if'.


> +         _mesa_SamplerParameteri(mipmap->Sampler,
> +	                         GL_TEXTURE_MIN_FILTER,
> +	                         GL_NEAREST_MIPMAP_NEAREST);
> +      else
> +         _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,
> @@ -3019,9 +3187,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
>         _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 coordinates */
>      setup_texture_coords(faceTarget,
>                           slice,
>                           0, 0, /* width, height never used here */
> @@ -3031,22 +3197,18 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
>                           verts[3].tex);
>
>      /* setup vertex positions */
> -   verts[0].x = 0.0F;
> -   verts[0].y = 0.0F;
> -   verts[1].x = 1.0F;
> -   verts[1].y = 0.0F;
> -   verts[2].x = 1.0F;
> -   verts[2].y = 1.0F;
> -   verts[3].x = 0.0F;
> -   verts[3].y = 1.0F;
> -
> -   /* upload new vertex data */
> -   _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
> -
> -   /* setup projection matrix */
> -   _mesa_MatrixMode(GL_PROJECTION);
> -   _mesa_LoadIdentity();
> -   _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
> +   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);
> @@ -3059,7 +3221,6 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
>         GLenum status;
>
>         srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
> -      assert(srcImage->Border == 0); /* XXX we can fix this */

I think Ian was suggesting that you remove/fix the comment but keep 
the assertion.


>
>         /* src size w/out border */
>         srcWidth = srcImage->Width - 2 * border;

Looks a lot better, thanks.

-Brian


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