[Mesa-dev] [PATCH 2/2] _mesa_meta_GenerateMipmap: Generate separate shaders for glsl 120 / 130
Ian Romanick
idr at freedesktop.org
Tue Sep 11 00:58:30 PDT 2012
On 09/05/2012 05:43 AM, Anuj Phogat wrote:
> glsl version of _mesa_meta_GenerateMipmap() would require separate
> shaders for glsl 120 and 130.
>
> NOTE: This is a candidate for stable branches.
>
> Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
> ---
> src/mesa/drivers/common/meta.c | 149 ++++++++++++++++++++++++----------------
> 1 files changed, 90 insertions(+), 59 deletions(-)
>
> diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
> index 7d701f4..4203aba 100644
> --- a/src/mesa/drivers/common/meta.c
> +++ b/src/mesa/drivers/common/meta.c
> @@ -292,6 +292,7 @@ struct gen_mipmap_state
> */
> struct glsl_sampler {
> const char *type;
> + const char *int_type;
> const char *func;
> const char *texcoords;
> };
> @@ -3018,30 +3019,38 @@ setup_texture_sampler(GLenum target, struct glsl_sampler *sampler)
> switch(target) {
> case GL_TEXTURE_1D:
> sampler->type = "sampler1D";
> + sampler->int_type = "isampler1D";
> sampler->func = "texture1D";
> sampler->texcoords = "texCoords.x";
> break;
> case GL_TEXTURE_2D:
> sampler->type = "sampler2D";
> + sampler->int_type = "isampler2D";
> sampler->func = "texture2D";
> sampler->texcoords = "texCoords.xy";
> break;
> case GL_TEXTURE_3D:
> sampler->type = "sampler3D";
> + sampler->int_type = "isampler3D";
> sampler->func = "texture3D";
> sampler->texcoords = "texCoords";
> break;
> case GL_TEXTURE_CUBE_MAP:
> sampler->type = "samplerCube";
> + sampler->int_type = "isamplerCube";
> sampler->func = "textureCube";
> sampler->texcoords = "texCoords";
> break;
> case GL_TEXTURE_1D_ARRAY:
> - sampler->type = "sampler1DARRAY";
> + sampler->type = "sampler1DArray";
Uh... this should be in the first patch, right? :)
> + sampler->int_type = "isampler1DArray";
> + sampler->func = "texture1DArray";
> sampler->texcoords = "texCoords.xy";
> break;
> case GL_TEXTURE_2D_ARRAY:
> - sampler->type = "sampler2DARRAY";
> + sampler->type = "sampler2DArray";
Same here.
> + sampler->int_type = "isampler2DArray";
> + sampler->func = "texture2DArray";
> sampler->texcoords = "texCoords";
> break;
> default:
> @@ -3060,50 +3069,58 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
> GLfloat x, y, tex[3];
> };
> struct glsl_sampler sampler;
> -
> - 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_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 = SAMPLER_FUNCTION(texSampler, TEX_COORDS);\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 = vec4(position, 0.0, 1.0);\n"
> - "}\n";
> - static const char *fs_int_template =
> - "#version 130\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(texSampler, TEX_COORDS);\n"
> - "}\n";
> - char *fs_source, *fs_int_source;
> + static const char *vs_source;
> + static const char *fs_template;
> + static const char *glsl_out_type = "vec4";
> +
> + if (ctx->Const.GLSLVersion < 130) {
> + 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";
> + fs_template =
> + "#extension GL_EXT_texture_array : %s\n"
> + "#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 = SAMPLER_FUNCTION(texSampler, TEX_COORDS);\n"
> + "}\n";
> + } else {
> + vs_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 = vec4(position, 0.0, 1.0);\n"
> + "}\n";
> + fs_template =
> + "#version 130\n"
> + "#define SAMPLER_TYPE %s\n"
> + "#define OUT_TYPE %s\n"
> + "#define TEX_COORDS %s\n"
> + "uniform SAMPLER_TYPE texSampler;\n"
> + "in vec3 texCoords;\n"
> + "out OUT_TYPE out_color;\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " out_color = texture(texSampler, TEX_COORDS);\n"
> + "}\n";
> + }
> + char *fs_source;
> + const char *extension_mode;
> unsigned fs_alloc_len;
> GLuint vs, fs;
>
> @@ -3126,13 +3143,26 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
>
> /* 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);
> + if(ctx->Const.GLSLVersion < 130) {
> + extension_mode = ((target == GL_TEXTURE_1D_ARRAY) ||
> + (target == GL_TEXTURE_2D_ARRAY)) ?
> + "require" : "disable";
>
> + fs_alloc_len = strlen(fs_template) + strlen(extension_mode) +
> + strlen(sampler.type) + strlen(sampler.func) +
> + strlen(sampler.texcoords) + 1;
> + fs_source = (char *) malloc(fs_alloc_len);
> + sprintf(fs_source, fs_template,
> + extension_mode, sampler.type, sampler.func, sampler.texcoords);
> + }
> + else {
> + fs_alloc_len = strlen(fs_template) + strlen(sampler.type) +
> + strlen(glsl_out_type) + strlen(sampler.texcoords) + 1;
> + fs_source = (char *) malloc(fs_alloc_len);
> + sprintf(fs_source, fs_template,
> + sampler.type, glsl_out_type, sampler.texcoords);
> + }
> vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
> fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
>
> @@ -3150,18 +3180,19 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
>
> if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
> _mesa_is_gles3(ctx)){
> + glsl_out_type = "ivec4";
> /* 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);
> + fs_alloc_len = strlen(fs_template) + strlen(sampler.int_type) +
> + strlen(glsl_out_type) + strlen(sampler.texcoords) + 1;
> + fs_source = (char *) malloc(fs_alloc_len);
>
> - sprintf(fs_int_source, fs_int_template,
> - sampler.type, sampler.texcoords);
> + sprintf(fs_source, fs_template,
> + sampler.int_type, glsl_out_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);
> + vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
> + fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
>
> mipmap->IntegerShaderProg = _mesa_CreateProgramObjectARB();
> _mesa_AttachShader(mipmap->IntegerShaderProg, fs);
> @@ -3176,7 +3207,7 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
> * BindFragDataLocation to 0.
> */
> link_program_with_debug(ctx, mipmap->IntegerShaderProg);
> - free(fs_int_source);
> + free(fs_source);
> }
> }
>
>
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