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authorAnuj Phogat <[email protected]>2012-08-29 11:13:55 -0700
committerAnuj Phogat <[email protected]>2012-08-29 11:43:52 -0700
commit0fc11a24c85413a335b87bc34659d2381fd6670c (patch)
treed6efc6be0765303a48a365401c7d03c5d19821b8
parentc824804c6f10eeb58ae91033682ca871c0e373c4 (diff)
meta: Add GLSL variant of _mesa_meta_GenerateMipmap() function
This reduces the overhead of using the fixed function internally in the driver. V2: Use setup_glsl_generate_mipmap() and setup_ff_generate_mipmap() functions to avoid code duplication. Use glsl version when ARB_{vertex, fragmet}_shader are present. Remove redundant code. V3: Remove redundant border related code leaving the assertion. Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
-rw-r--r--src/mesa/drivers/common/meta.c278
1 files changed, 220 insertions, 58 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 7d7113c5623..d6d2ffab3e4 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -282,6 +282,8 @@ struct gen_mipmap_state
GLuint VBO;
GLuint FBO;
GLuint Sampler;
+ GLuint ShaderProg;
+ GLuint IntegerShaderProg;
};
@@ -330,6 +332,8 @@ struct gl_meta_state
static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
+static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap);
static GLuint
compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
@@ -422,6 +426,7 @@ _mesa_meta_free(struct gl_context *ctx)
_mesa_make_current(ctx, NULL, NULL);
meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
+ meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
if (old_context)
_mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
@@ -2913,6 +2918,157 @@ setup_texture_coords(GLenum faceTarget,
}
+static void
+setup_ff_generate_mipmap(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
+{
+ struct vertex {
+ GLfloat x, y, tex[3];
+ };
+
+ if (mipmap->ArrayObj == 0) {
+ /* one-time setup */
+ /* create vertex array object */
+ _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
+ _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffersARB(1, &mipmap->VBO);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ /* setup vertex arrays */
+ _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
+ _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+
+ /* setup projection matrix */
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_LoadIdentity();
+ _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
+}
+
+
+static void
+setup_glsl_generate_mipmap(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
+{
+ struct vertex {
+ GLfloat x, y, tex[3];
+ };
+
+ 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_source =
+ "uniform sampler2D tex2d;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture2D(tex2d, texCoords.xy);\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 = gl_Vertex;\n"
+ "}\n";
+ static const char *fs_int_source =
+ "#version 130\n"
+ "uniform isampler2D tex2d;\n"
+ "in vec3 texCoords;\n"
+ "out ivec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = texture(tex2d, texCoords.xy);\n"
+ "}\n";
+ GLuint vs, fs;
+
+ /* Check if already initialized */
+ if (mipmap->ArrayObj != 0)
+ return;
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
+ _mesa_BindVertexArray(mipmap->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffersARB(1, &mipmap->VBO);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+
+ /* setup vertex arrays */
+ _mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(x));
+ _mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(tex));
+
+ vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
+ fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
+
+ mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
+ _mesa_AttachShader(mipmap->ShaderProg, fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(mipmap->ShaderProg, vs);
+ _mesa_DeleteObjectARB(vs);
+ _mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
+ _mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
+ _mesa_EnableVertexAttribArrayARB(0);
+ _mesa_EnableVertexAttribArrayARB(1);
+ link_program_with_debug(ctx, mipmap->ShaderProg);
+
+ if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
+ _mesa_is_gles3(ctx)){
+ vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
+ fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
+
+ mipmap->IntegerShaderProg = _mesa_CreateProgramObjectARB();
+ _mesa_AttachShader(mipmap->IntegerShaderProg, fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(mipmap->IntegerShaderProg, vs);
+ _mesa_DeleteObjectARB(vs);
+ _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 0, "position");
+ _mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 1, "texcoords");
+
+ /* Note that user-defined out attributes get automatically assigned
+ * locations starting from 0, so we don't need to explicitly
+ * BindFragDataLocation to 0.
+ */
+ link_program_with_debug(ctx, mipmap->IntegerShaderProg);
+ }
+}
+
+
+static void
+meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
+ struct gen_mipmap_state *mipmap)
+{
+ if (mipmap->ArrayObj == 0)
+ return;
+ _mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
+ mipmap->ArrayObj = 0;
+ _mesa_DeleteBuffersARB(1, &mipmap->VBO);
+ mipmap->VBO = 0;
+ _mesa_DeleteObjectARB(mipmap->ShaderProg);
+ mipmap->ShaderProg = 0;
+
+ if (mipmap->IntegerShaderProg) {
+ _mesa_DeleteObjectARB(mipmap->IntegerShaderProg);
+ mipmap->IntegerShaderProg = 0;
+ }
+}
+
+
/**
* Called via ctx->Driver.GenerateMipmap()
* Note: We don't yet support 3D textures, 1D/2D array textures or texture
@@ -2933,10 +3089,12 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
const GLboolean genMipmapSave = texObj->GenerateMipmap;
const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
const GLuint fboSave = ctx->DrawBuffer->Name;
- const GLuint original_active_unit = ctx->Texture.CurrentUnit;
+ const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
+ const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
+ ctx->Extensions.ARB_fragment_shader &&
+ (ctx->API != API_OPENGLES);
GLenum faceTarget;
GLuint dstLevel;
- const GLuint border = 0;
const GLint slice = 0;
GLuint samplerSave;
@@ -2956,36 +3114,31 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
_mesa_meta_begin(ctx, MESA_META_ALL);
- samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
- ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
-
- if (original_active_unit != 0)
- _mesa_BindTexture(target, texObj->Name);
-
- if (mipmap->ArrayObj == 0) {
- /* one-time setup */
-
- /* create vertex array object */
- _mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
- _mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
-
- /* create vertex array buffer */
- _mesa_GenBuffersARB(1, &mipmap->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
- NULL, GL_DYNAMIC_DRAW_ARB);
+ /* Choose between glsl version and fixed function version of
+ * GenerateMipmap function.
+ */
+ if (use_glsl_version) {
+ setup_glsl_generate_mipmap(ctx, mipmap);
- /* setup vertex arrays */
- _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
- _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ if (texObj->_IsIntegerFormat)
+ _mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
+ else
+ _mesa_UseProgramObjectARB(mipmap->ShaderProg);
}
else {
- _mesa_BindVertexArray(mipmap->ArrayObj);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ setup_ff_generate_mipmap(ctx, mipmap);
+ _mesa_set_enable(ctx, target, GL_TRUE);
}
+ _mesa_BindVertexArray(mipmap->ArrayObj);
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+
+ samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+
+ if (currentTexUnitSave != 0)
+ _mesa_BindTexture(target, texObj->Name);
+
if (!mipmap->FBO) {
_mesa_GenFramebuffersEXT(1, &mipmap->FBO);
}
@@ -2993,12 +3146,25 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
if (!mipmap->Sampler) {
_mesa_GenSamplers(1, &mipmap->Sampler);
_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
- _mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+
+ if (use_glsl_version && texObj->_IsIntegerFormat)
+ _mesa_SamplerParameteri(mipmap->Sampler,
+ GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST_MIPMAP_NEAREST);
+ else
+ _mesa_SamplerParameteri(mipmap->Sampler,
+ GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_LINEAR);
+
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- /* We don't want to encode or decode sRGB values; treat them as linear */
+
+ /* We don't want to encode or decode sRGB values; treat them as linear.
+ * This is not technically correct for GLES3 but we don't get any API
+ * error at the moment.
+ */
if (ctx->Extensions.EXT_texture_sRGB_decode) {
_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
GL_SKIP_DECODE_EXT);
@@ -3015,13 +3181,13 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
else
assert(!genMipmapSave);
- if (ctx->Extensions.EXT_framebuffer_sRGB) {
+ if ((ctx->Extensions.EXT_framebuffer_sRGB &&
+ _mesa_is_desktop_gl(ctx)) ||
+ _mesa_is_gles3(ctx)) {
_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
}
- _mesa_set_enable(ctx, target, GL_TRUE);
-
- /* setup texcoords (XXX what about border?) */
+ /* Setup texture coordinates */
setup_texture_coords(faceTarget,
slice,
0, 0, /* width, height never used here */
@@ -3031,22 +3197,18 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
verts[3].tex);
/* setup vertex positions */
- verts[0].x = 0.0F;
- verts[0].y = 0.0F;
- verts[1].x = 1.0F;
- verts[1].y = 0.0F;
- verts[2].x = 1.0F;
- verts[2].y = 1.0F;
- verts[3].x = 0.0F;
- verts[3].y = 1.0F;
-
- /* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
-
- /* setup projection matrix */
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_LoadIdentity();
- _mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
+ verts[0].x = -1.0F;
+ verts[0].y = -1.0F;
+ verts[1].x = 1.0F;
+ verts[1].y = -1.0F;
+ verts[2].x = 1.0F;
+ verts[2].y = 1.0F;
+ verts[3].x = -1.0F;
+ verts[3].y = 1.0F;
+
+ /* upload vertex data */
+ _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ verts, GL_DYNAMIC_DRAW_ARB);
/* texture is already locked, unlock now */
_mesa_unlock_texture(ctx, texObj);
@@ -3059,17 +3221,17 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
GLenum status;
srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
- assert(srcImage->Border == 0); /* XXX we can fix this */
+ assert(srcImage->Border == 0);
- /* src size w/out border */
- srcWidth = srcImage->Width - 2 * border;
- srcHeight = srcImage->Height - 2 * border;
- srcDepth = srcImage->Depth - 2 * border;
+ /* src size */
+ srcWidth = srcImage->Width;
+ srcHeight = srcImage->Height;
+ srcDepth = srcImage->Depth;
- /* new dst size w/ border */
- dstWidth = MAX2(1, srcWidth / 2) + 2 * border;
- dstHeight = MAX2(1, srcHeight / 2) + 2 * border;
- dstDepth = MAX2(1, srcDepth / 2) + 2 * border;
+ /* new dst size */
+ dstWidth = MAX2(1, srcWidth / 2);
+ dstHeight = MAX2(1, srcHeight / 2);
+ dstDepth = MAX2(1, srcDepth / 2);
if (dstWidth == srcImage->Width &&
dstHeight == srcImage->Height &&