[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 11 12:08:36 PDT 2012
On Tue, Sep 11, 2012 at 12:56 AM, Ian Romanick <idr at freedesktop.org> wrote:
> On 09/05/2012 05:42 AM, 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;
>> + 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"
>
>
> Since each of these is only used once, why use the extra #defines? I
> believe we can use $ to force the arguments to have the same order.
>
>
> static const char *fs_template =
> "uniform %1$s texSampler;\n"
>
> "varying vec3 texCoords;\n"
> "void main()\n"
> "{\n"
> " gl_FragColor = %2$s(texSampler, %3$s);\n"
> "}\n";
>
> This works like the {0} formatting in Python.
>
> Brian, do you know if this is supported on Windows?
>
Never used this before. Good to know this technique.
I used #defines for better readability of shader code. We can anyway
pass the arguments in order we need them without the need of $.
>> + "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);
>> +
>
>
> If we can use ralloc in this code, ralloc_asprintf would make this a lot
> better.
>
>
> /* Generate a fragment shader program appropriate for the
> * texture target
> */
> setup_texture_sampler(target, &sampler);
> fs_source = ralloc_asprintf(mem_ctx, fs_template,
> sampler.type, sampler.func, sampler.texcoords);
>
>
Right. This looks better. I'll see if it can be used in meta.c
>> 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);
>> +
>
>
> Same here.
>
>
>> 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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