[Mesa-dev] [PATCH 06/12] glsl/gsraytrace: Use core GL3.0 transform feedback
Fabian Bieler
fabianbieler at fastmail.fm
Wed Feb 5 13:07:46 PST 2014
NV_transform_feedback is not supported by mesa.
Use transform feedback from core OpenGL 3.0.
This necessitates binding the transform feedback varyings before linking the
shader.
Signed-off-by: Fabian Bieler <fabianbieler at fastmail.fm>
---
src/glsl/gsraytrace.cpp | 72 +++++++++++++++++++++----------------------------
1 file changed, 31 insertions(+), 41 deletions(-)
diff --git a/src/glsl/gsraytrace.cpp b/src/glsl/gsraytrace.cpp
index e76a3a2..2d12745 100644
--- a/src/glsl/gsraytrace.cpp
+++ b/src/glsl/gsraytrace.cpp
@@ -34,7 +34,6 @@
#include <math.h>
#include <stddef.h> // offsetof
-// TODO: use GL_EXT_transform_feedback or GL3 equivalent
// TODO: port to piglit too
#define STRINGIFY_(x) #x
@@ -604,33 +603,12 @@ Draw(void)
dir_idxAttribLoc = glGetAttribLocation(program, "dir_idx");
uv_stateAttribLoc = glGetAttribLocation(program, "uv_state");
- posVaryingLoc = glGetVaryingLocationNV(program, "gl_Position");
- orig_tVaryingLoc = glGetVaryingLocationNV(program, "orig_t2");
- dir_idxVaryingLoc = glGetVaryingLocationNV(program, "dir_idx2");
- uv_stateVaryingLoc = glGetVaryingLocationNV(program, "uv_state2");
- //gs.gs->getVaryingLocation("gl_Position", gs.posVaryingLoc);
- //gs.gs->getVaryingLocation("orig_t2", gs.orig_tVaryingLoc);
- //gs.gs->getVaryingLocation("dir_idx2", gs.dir_idxVaryingLoc);
- //gs.gs->getVaryingLocation("uv_state2", gs.uv_stateVaryingLoc);
-
-
- glBindBufferOffsetNV(GL_TRANSFORM_FEEDBACK_BUFFER_NV, 0, dst, 0);
- GLint varyings[4]= {
- posVaryingLoc,
- orig_tVaryingLoc,
- dir_idxVaryingLoc,
- uv_stateVaryingLoc
- };
- // I think it will be a performance win to use multiple buffer objects to write to
- // instead of using the interleaved mode.
- glTransformFeedbackVaryingsNV(program, 4, varyings, GL_INTERLEAVED_ATTRIBS_NV);
-
////printf("%d\n", i);
//gs.fpwQuery->beginQuery();
//gs.pgQuery->beginQuery();
- glBindBufferBaseNV(GL_TRANSFORM_FEEDBACK_BUFFER_NV, 0, dst);
- glBeginQuery(GL_PRIMITIVES_GENERATED_NV, pgQuery);
- glBeginTransformFeedbackNV(GL_POINTS);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, dst);
+ glBeginQuery(GL_PRIMITIVES_GENERATED, pgQuery);
+ glBeginTransformFeedback(GL_POINTS);
//gs.eyeRaysAsPoints->bindAs(ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, eyeRaysAsPoints);
{
@@ -653,9 +631,9 @@ Draw(void)
//gs.gs->set_uniform("emitNoMore", 1, 0);
glUniform1i(glGetUniformLocation(program, "emitNoMore"), 0);
- //glEnable(GL_RASTERIZER_DISCARD_NV);
+ //glEnable(GL_RASTERIZER_DISCARD);
glDrawArrays(GL_POINTS, 0, WinWidth*WinHeight);
- //glDisable(GL_RASTERIZER_DISCARD_NV);
+ //glDisable(GL_RASTERIZER_DISCARD);
glDisableVertexAttribArray(uv_stateAttribLoc);
@@ -667,16 +645,16 @@ Draw(void)
}
//gs.eyeRaysAsPoints->unbindAs(ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
- glEndTransformFeedbackNV();
+ glEndTransformFeedback();
//gs.pgQuery->endQuery();
- glEndQuery(GL_PRIMITIVES_GENERATED_NV);
+ glEndQuery(GL_PRIMITIVES_GENERATED);
//gs.fpwQuery->endQuery();
////psoLog(LOG_RAW) << "1st: " << gs.fpwQuery->getQueryResult() << ", " << gs.pgQuery->getQueryResult() << "\n";
////swap(src, dst);
- glBindBufferBaseNV(GL_TRANSFORM_FEEDBACK_BUFFER_NV, 0, 0);
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
////clear();
@@ -777,15 +755,15 @@ Reshape(int width, int height)
{
size_t nElem = WinWidth*WinHeight*nRayGens;
- glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER_NV, dst);
- glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER_NV, nElem*sizeof(GSRay), 0, GL_STREAM_DRAW);
- GSRay* d = (GSRay*)glMapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER_NV, GL_READ_WRITE);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, dst);
+ glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, nElem*sizeof(GSRay), 0, GL_STREAM_DRAW);
+ GSRay* d = (GSRay*)glMapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, GL_READ_WRITE);
for (size_t i = 0; i < nElem; i++)
{
d[i].dir_idx = vec4(0.0F, 0.0F, 0.0F, -1.0F);
}
- glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER_NV);
- glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER_NV, 0);
+ glUnmapBuffer(GL_TRANSFORM_FEEDBACK_BUFFER);
+ glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
//printf("Ping-pong VBO size 2x%d Kbytes.\n", (int)nElem*sizeof(GSRay)/1024);
}
@@ -866,12 +844,30 @@ Init(void)
exit(-1);
}
+ if (!GLEW_VERSION_3_0)
+ {
+ fprintf(stderr, "OpenGL 3.0 (needed for transform feedback) not "
+ "supported!\n");
+ exit(-1);
+ }
+
vertShader = CompileShaderText(GL_VERTEX_SHADER, vsSource);
geomShader = CompileShaderText(GL_GEOMETRY_SHADER_ARB, gsSource);
fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fsSource);
program = LinkShaders3WithGeometryInfo(vertShader, geomShader, fragShader,
3, GL_POINTS, GL_POINTS);
+ const char *varyings[] = {
+ "gl_Position",
+ "orig_t2",
+ "dir_idx2",
+ "uv_state2"
+ };
+ // I think it will be a performance win to use multiple buffer objects to write to
+ // instead of using the interleaved mode.
+ glTransformFeedbackVaryings(program, 4, varyings, GL_INTERLEAVED_ATTRIBS);
+ glLinkProgram(program);
+
if (glGetError() != 0)
{
fprintf(stderr, "Shaders were not loaded!\n");
@@ -911,12 +907,6 @@ Init(void)
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
- if (!GLEW_NV_transform_feedback)
- {
- fprintf(stderr, "NV transform feedback not supported!\n");
- exit(-1);
- }
-
glGenQueries(1, &pgQuery);
glGenBuffers(1, &dst);
glGenBuffers(1, &eyeRaysAsPoints);
--
1.8.3.2
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