[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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