[Mesa-dev] [PATCH] meta: Add GLSL variant of _mesa_meta_GenerateMipmap() function
Ian Romanick
idr at freedesktop.org
Thu Aug 30 10:14:33 PDT 2012
On 08/29/2012 08:21 AM, Brian Paul wrote:
> 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.
I'm kind of ambivalent about the assertion. However, all of the '2 *
border' rubbish below can be removed.
>>
>> /* src size w/out border */
>> srcWidth = srcImage->Width - 2 * border;
>
> Looks a lot better, thanks.
>
> -Brian
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