[Mesa-dev] [PATCH 2/2] _mesa_meta_GenerateMipmap: Generate separate shaders for glsl 120 / 130
Brian Paul
brianp at vmware.com
Wed Sep 12 06:33:47 PDT 2012
On 09/11/2012 07:32 PM, Anuj Phogat wrote:
> glsl version of _mesa_meta_GenerateMipmap() would require separate
> shaders for glsl 120 and 130.
>
> V2: Removed the code for integer textures as ARB is planning to
> disallow automatic mipmap generation for integer textures.
>
> NOTE: This is a candidate for stable branches.
>
> Signed-off-by: Anuj Phogat<anuj.phogat at gmail.com>
> ---
> src/mesa/drivers/common/meta.c | 79 ++++++++++++++++++++++++++++++----------
> 1 files changed, 59 insertions(+), 20 deletions(-)
>
> diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
> index 16110c5..5cb4f0c 100644
> --- a/src/mesa/drivers/common/meta.c
> +++ b/src/mesa/drivers/common/meta.c
> @@ -3063,24 +3063,10 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
> GLfloat x, y, tex[3];
> };
> struct glsl_sampler sampler;
> + static const char *glsl_out_type = "vec4";
Do you really need that variable? Could you just pass "vec4" as an
argument to the ralloc_asprintf() call?
> + const char *vs_source;
> + const char *fs_template;
>
> - 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 =
> - "uniform %s texSampler;\n"
> - "varying vec3 texCoords;\n"
> - "void main()\n"
> - "{\n"
> - " gl_FragColor = %s(texSampler, %s);\n"
> - "}\n";
> -
> static const char *vs_int_source =
> "#version 130\n"
> "in vec2 position;\n"
> @@ -3102,8 +3088,50 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
> " out_color = texture(tex2d, texCoords.xy);\n"
> "}\n";
> char *fs_source;
> + const char *extension_mode;
> GLuint vs, fs;
>
> + 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"
> + "uniform %s texSampler;\n"
> + "varying vec3 texCoords;\n"
> + "void main()\n"
> + "{\n"
> + " gl_FragColor = %s(texSampler, %s);\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"
> + "uniform %s texSampler;\n"
> + "in vec3 texCoords;\n"
> + "out %s out_color;\n"
> + "\n"
> + "void main()\n"
> + "{\n"
> + " out_color = texture(texSampler, %s);\n"
> + "}\n";
> + }
> +
> /* Check if already initialized */
> if (mipmap->ArrayObj != 0)
> return;
> @@ -3125,9 +3153,20 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
> setup_texture_sampler(target,&sampler);
> mem_ctx = ralloc_context(NULL);
>
> - fs_source = ralloc_asprintf(mem_ctx, 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_source = ralloc_asprintf(mem_ctx, fs_template,
> + extension_mode, sampler.type,
> + sampler.func, sampler.texcoords);
> + }
> + else {
> + fs_source = ralloc_asprintf(mem_ctx, 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);
Looks OK to me.
Reviewed-by: Brian Paul <brianp at vmware.com>
-Brian
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