[Mesa-dev] [PATCH 1/2] meta: Refactor _mesa_meta_setup_blit_shader() to avoid duplicate shader code

Anuj Phogat anuj.phogat at gmail.com
Mon May 19 13:20:06 PDT 2014


Cc: <mesa-stable at lists.freedesktop.org>
Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
---
 src/mesa/drivers/common/meta.c | 97 +++++++++++++++++++-----------------------
 1 file changed, 44 insertions(+), 53 deletions(-)

diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 3ef3f79..87609b4 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -242,10 +242,26 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
                              GLenum target,
                              struct blit_shader_table *table)
 {
-   const char *vs_source;
-   char *fs_source;
+   char *vs_source, *fs_source;
    void *const mem_ctx = ralloc_context(NULL);
    struct blit_shader *shader = choose_blit_shader(target, table);
+   const char *vs_input, *vs_output, *fs_input, *fs_output;
+   const char *vs_preprocess = "", *fs_preprocess = "";
+   const char *fs_output_decl = "";
+
+   if (ctx->Const.GLSLVersion < 130) {
+      vs_input = "attribute";
+      vs_output = fs_input = "varying";
+      fs_preprocess = "#extension GL_EXT_texture_array : enable";
+      fs_output = "gl_FragColor";
+   } else {
+      vs_preprocess = fs_preprocess = "#version 130";
+      vs_input = fs_input = "in";
+      vs_output = "out";
+      fs_output = "out_color";
+      fs_output_decl = "out vec4 out_color;";
+      shader->func = "texture";
+   }
 
    assert(shader != NULL);
 
@@ -254,57 +270,32 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
       return;
    }
 
-   if (ctx->Const.GLSLVersion < 130) {
-      vs_source =
-         "attribute vec2 position;\n"
-         "attribute vec4 textureCoords;\n"
-         "varying vec4 texCoords;\n"
-         "void main()\n"
-         "{\n"
-         "   texCoords = textureCoords;\n"
-         "   gl_Position = vec4(position, 0.0, 1.0);\n"
-         "}\n";
-
-      fs_source = ralloc_asprintf(mem_ctx,
-                                  "#extension GL_EXT_texture_array : enable\n"
-                                  "#extension GL_ARB_texture_cube_map_array: enable\n"
-                                  "uniform %s texSampler;\n"
-                                  "varying vec4 texCoords;\n"
-                                  "void main()\n"
-                                  "{\n"
-                                  "   gl_FragColor = %s(texSampler, %s);\n"
-                                  "   gl_FragDepth = gl_FragColor.x;\n"
-                                  "}\n",
-                                  shader->type,
-                                  shader->func, shader->texcoords);
-   }
-   else {
-      vs_source = ralloc_asprintf(mem_ctx,
-                                  "#version 130\n"
-                                  "in vec2 position;\n"
-                                  "in vec4 textureCoords;\n"
-                                  "out vec4 texCoords;\n"
-                                  "void main()\n"
-                                  "{\n"
-                                  "   texCoords = textureCoords;\n"
-                                  "   gl_Position = vec4(position, 0.0, 1.0);\n"
-                                  "}\n");
-      fs_source = ralloc_asprintf(mem_ctx,
-                                  "#version 130\n"
-                                  "#extension GL_ARB_texture_cube_map_array: enable\n"
-                                  "uniform %s texSampler;\n"
-                                  "in vec4 texCoords;\n"
-                                  "out vec4 out_color;\n"
-                                  "\n"
-                                  "void main()\n"
-                                  "{\n"
-                                  "   out_color = texture(texSampler, %s);\n"
-                                  "   gl_FragDepth = out_color.x;\n"
-                                  "}\n",
-                                  shader->type,
-                                  shader->texcoords);
-   }
-
+   vs_source = ralloc_asprintf(mem_ctx,
+                "%s\n"
+                "%s vec2 position;\n"
+                "%s vec4 textureCoords;\n"
+                "%s vec4 texCoords;\n"
+                "void main()\n"
+                "{\n"
+                "   texCoords = textureCoords;\n"
+                "   gl_Position = vec4(position, 0.0, 1.0);\n"
+                "}\n",
+                vs_preprocess, vs_input, vs_input, vs_output);
+
+   fs_source = ralloc_asprintf(mem_ctx,
+                "%s\n"
+                "#extension GL_ARB_texture_cube_map_array: enable\n"
+                "uniform %s texSampler;\n"
+                "%s vec4 texCoords;\n"
+                "%s\n"
+                "void main()\n"
+                "{\n"
+                "   vec4 color = %s(texSampler, %s);\n"
+                "   %s = color;\n"
+                "   gl_FragDepth = color.x;\n"
+                "}\n",
+                fs_preprocess, shader->type, fs_input, fs_output_decl,
+                shader->func, shader->texcoords, fs_output);
 
    _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
                                        ralloc_asprintf(mem_ctx, "%s blit",
-- 
1.8.3.1



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