[Mesa-dev] [PATCH 1/2] _mesa_meta_GenerateMipmap: Support all texture targets by generating shaders at runtime
Anuj Phogat
anuj.phogat at gmail.com
Mon Sep 10 15:46:02 PDT 2012
Brian, Did you get a chance to look at my other patch as well:
([PATCH 2/2] _mesa_meta_GenerateMipmap: Generate
separate shaders for glsl 120 / 130) ?
Any more thoughts on including the code for 3D textures and
integer-textures ? I posted my views on this in an earlier
e-mail. I'll be happy to make any suggested changes in my
patches.
On Wed, Sep 5, 2012 at 10:55 AM, Anuj Phogat <anuj.phogat at gmail.com> wrote:
> On Wed, Sep 5, 2012 at 7:58 AM, Brian Paul <brianp at vmware.com> wrote:
>>
>> On 09/04/2012 08:42 PM, Anuj Phogat wrote:
>>>
>>> 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;
>>
>>
>> Don't you need to set sampler->func for the ARARY cases?
> Yes. I have added the support for array textures in my 2nd patch.
> Refer to: [PATCH 2/2] _mesa_meta_GenerateMipmap: Generate separate
> shaders for glsl 120 / 130
>> Also note that we don't support mipmap generation for 3D textures yet (it's a sw fallback) and I don't recall ever testing 1D/2D ARRAY mipmap generation.
> 1D/2D array textures are allowed in glGenerateMipmap(). I'll find some
> time to add a piglit test case to verify their support.
> It might be useful to keep the code for 3D textures, in case we want
> to support them.
>
>>> + 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);
>>> +
>>
>>
>> I think the ARB is leaning toward disallowing automatic mipmap generation for integer-valued textures. So you might put that part on hold.
>>
> Code for the integer textures already exists in
> _mesa_meta_GenerateMipmap() but it doesn't support all texture targets
> at the moment. We might push this code to complete the missing
> support, in case ARB hasn't yet reached any conclusion on integer
> textures. All the code for integer textures in
> _mesa_meta_GenerateMipmap() can be later removed if ARB decides to
> disallow them.
>>
>>
>>> 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);
>>
>>
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