[Mesa-dev] [PATCH 1/2] _mesa_meta_GenerateMipmap: Support all texture targets by generating shaders at runtime

Anuj Phogat anuj.phogat at gmail.com
Tue Sep 4 19:42:20 PDT 2012


glsl path of _mesa_meta_GenerateMipmap() function would require different fragment
shaders depending on the texture target. This patch adds the code to generate
appropriate fragment shader programs at run time.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=54296

NOTE: This is a candidate for stable branches.

Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
 src/mesa/drivers/common/meta.c |  100 +++++++++++++++++++++++++++++++++++----
 1 files changed, 89 insertions(+), 11 deletions(-)

diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 36672a7..7d701f4 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -286,6 +286,15 @@ struct gen_mipmap_state
    GLuint IntegerShaderProg;
 };
 
+/**
+ * State for GLSL texture sampler which is used to generate fragment
+ * shader in _mesa_meta_generate_mipmap().
+ */
+struct glsl_sampler {
+   const char *type;
+   const char *func;
+   const char *texcoords;
+};
 
 /**
  * State for texture decompression
@@ -2974,7 +2983,7 @@ setup_texture_coords(GLenum faceTarget,
 
 static void
 setup_ff_generate_mipmap(struct gl_context *ctx,
-                           struct gen_mipmap_state *mipmap)
+                         struct gen_mipmap_state *mipmap)
 {
    struct vertex {
       GLfloat x, y, tex[3];
@@ -3004,12 +3013,53 @@ setup_ff_generate_mipmap(struct gl_context *ctx,
 
 
 static void
+setup_texture_sampler(GLenum target, struct glsl_sampler *sampler)
+{
+   switch(target) {
+   case GL_TEXTURE_1D:
+      sampler->type = "sampler1D";
+      sampler->func = "texture1D";
+      sampler->texcoords = "texCoords.x";
+      break;
+   case GL_TEXTURE_2D:
+      sampler->type = "sampler2D";
+      sampler->func = "texture2D";
+      sampler->texcoords = "texCoords.xy";
+      break;
+   case GL_TEXTURE_3D:
+      sampler->type = "sampler3D";
+      sampler->func = "texture3D";
+      sampler->texcoords = "texCoords";
+      break;
+   case GL_TEXTURE_CUBE_MAP:
+      sampler->type = "samplerCube";
+      sampler->func = "textureCube";
+      sampler->texcoords = "texCoords";
+      break;
+   case GL_TEXTURE_1D_ARRAY:
+      sampler->type = "sampler1DARRAY";
+      sampler->texcoords = "texCoords.xy";
+      break;
+   case GL_TEXTURE_2D_ARRAY:
+      sampler->type = "sampler2DARRAY";
+      sampler->texcoords = "texCoords";
+      break;
+   default:
+      /* unexpected texture target */
+      return;
+   }
+}
+
+
+static void
 setup_glsl_generate_mipmap(struct gl_context *ctx,
-                           struct gen_mipmap_state *mipmap)
+                           struct gen_mipmap_state *mipmap,
+                           GLenum target)
 {
    struct vertex {
       GLfloat x, y, tex[3];
    };
+   struct glsl_sampler sampler;
 
    static const char *vs_source =
       "attribute vec2 position;\n"
@@ -3020,14 +3070,17 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
       "   texCoords = textureCoords;\n"
       "   gl_Position = vec4(position, 0.0, 1.0);\n"
       "}\n";
-   static const char *fs_source =
-      "uniform sampler2D tex2d;\n"
+   static const char *fs_template =
+      "#define SAMPLER_TYPE %s\n"
+      "#define SAMPLER_FUNCTION %s\n"
+      "#define TEX_COORDS %s\n"
+      "uniform SAMPLER_TYPE texSampler;\n"
       "varying vec3 texCoords;\n"
       "void main()\n"
       "{\n"
-      "   gl_FragColor = texture2D(tex2d, texCoords.xy);\n"
+      "   gl_FragColor = SAMPLER_FUNCTION(texSampler, TEX_COORDS);\n"
       "}\n";
- 
+
    static const char *vs_int_source =
       "#version 130\n"
       "in vec2 position;\n"
@@ -3036,18 +3089,22 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
       "void main()\n"
       "{\n"
       "   texCoords = textureCoords;\n"
-      "   gl_Position = gl_Vertex;\n"
+      "   gl_Position = vec4(position, 0.0, 1.0);\n"
       "}\n";
-   static const char *fs_int_source =
+   static const char *fs_int_template =
       "#version 130\n"
-      "uniform isampler2D tex2d;\n"
+      "#define SAMPLER_TYPE i%s\n"
+      "#define TEX_COORDS %s\n"
+      "uniform SAMPLER_TYPE texSampler;\n"
       "in vec3 texCoords;\n"
       "out ivec4 out_color;\n"
       "\n"
       "void main()\n"
       "{\n"
-      "   out_color = texture(tex2d, texCoords.xy);\n"
+      "   out_color = texture(texSampler, TEX_COORDS);\n"
       "}\n";
+   char *fs_source, *fs_int_source;
+   unsigned fs_alloc_len;
    GLuint vs, fs;
 
    /* Check if already initialized */
@@ -3067,6 +3124,15 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
    _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
                                 sizeof(struct vertex), OFFSET(tex));
 
+   /* Generate a fragment shader program appropriate for the texture target */
+   setup_texture_sampler(target, &sampler);
+   fs_alloc_len = strlen(fs_template) + strlen(sampler.type) +
+                  strlen(sampler.func) + strlen(sampler.texcoords) + 1;
+   fs_source = (char *) malloc(fs_alloc_len);
+
+   sprintf(fs_source, fs_template,
+           sampler.type, sampler.func, sampler.texcoords);
+
    vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
    fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
 
@@ -3080,9 +3146,20 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
    _mesa_EnableVertexAttribArrayARB(0);
    _mesa_EnableVertexAttribArrayARB(1);
    link_program_with_debug(ctx, mipmap->ShaderProg);
+   free(fs_source);
 
    if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
        _mesa_is_gles3(ctx)){
+      /* Generate a fragment shader program appropriate for the texture
+       * target
+       */
+      fs_alloc_len = strlen(fs_int_template) + strlen(sampler.type) +
+                     strlen(sampler.texcoords) + 1;
+      fs_int_source = (char *) malloc(fs_alloc_len);
+
+      sprintf(fs_int_source, fs_int_template,
+              sampler.type, sampler.texcoords);
+
       vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
       fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
 
@@ -3099,6 +3176,7 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
        * BindFragDataLocation to 0.
        */
       link_program_with_debug(ctx, mipmap->IntegerShaderProg);
+      free(fs_int_source);
    }
 }
 
@@ -3172,7 +3250,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
     * GenerateMipmap function.
     */
    if (use_glsl_version) {
-      setup_glsl_generate_mipmap(ctx, mipmap);
+      setup_glsl_generate_mipmap(ctx, mipmap, target);
 
       if (texObj->_IsIntegerFormat)
          _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
-- 
1.7.7.6



More information about the mesa-dev mailing list