diff options
author | Ian Romanick <[email protected]> | 2013-12-16 11:54:08 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-02-11 16:00:12 -0800 |
commit | f5a477ab76b6e0b268387699cd2253a43db0dfae (patch) | |
tree | a52d4630e2c5711092bdb19163d29f342460122b /src | |
parent | ed3bc38ee7dd4a11046036432ab40f753c4644b5 (diff) |
meta: Refactor shader generation code out of mipmap generation path
This is quite like code we want for blits. Pull it out so that it can
be shared by other paths.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/common/meta.c | 169 |
1 files changed, 91 insertions, 78 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index d01d016456e..f07d30809a4 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -442,6 +442,96 @@ link_program_with_debug(struct gl_context *ctx, GLuint program) } /** + * Generate a generic shader to blit from a texture to a framebuffer + * + * \param ctx Current GL context + * \param texTarget Texture target that will be the source of the blit + * + * \returns a handle to a shader program on success or zero on failure. + */ +static GLuint +setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler *sampler) +{ + const char *vs_source; + char *fs_source; + GLuint vs, fs; + void *const mem_ctx = ralloc_context(NULL); + + if (sampler->shader_prog != 0) + return sampler->shader_prog; + + if (ctx->API == API_OPENGLES2 || 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_source = ralloc_asprintf(mem_ctx, + "#extension GL_EXT_texture_array : enable\n" + "#ifdef GL_ES\n" + "precision highp float;\n" + "#endif\n" + "uniform %s texSampler;\n" + "varying vec3 texCoords;\n" + "void main()\n" + "{\n" + " gl_FragColor = %s(texSampler, %s);\n" + "}\n", + sampler->type, + sampler->func, sampler->texcoords); + } + else { + vs_source = ralloc_asprintf(mem_ctx, + "#version %s\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", + _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); + fs_source = ralloc_asprintf(mem_ctx, + "#version %s\n" + "#ifdef GL_ES\n" + "precision highp float;\n" + "#endif\n" + "uniform %s texSampler;\n" + "in vec3 texCoords;\n" + "out vec4 out_color;\n" + "\n" + "void main()\n" + "{\n" + " out_color = texture(texSampler, %s);\n" + "}\n", + _mesa_is_desktop_gl(ctx) ? "130" : "300 es", + sampler->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); + + sampler->shader_prog = _mesa_CreateProgramObjectARB(); + _mesa_AttachShader(sampler->shader_prog, fs); + _mesa_DeleteObjectARB(fs); + _mesa_AttachShader(sampler->shader_prog, vs); + _mesa_DeleteObjectARB(vs); + _mesa_BindAttribLocation(sampler->shader_prog, 0, "position"); + _mesa_BindAttribLocation(sampler->shader_prog, 1, "texcoords"); + link_program_with_debug(ctx, sampler->shader_prog); + ralloc_free(mem_ctx); + + return sampler->shader_prog; +} + +/** * Configure vertex buffer and vertex array objects for tests * * Regardless of whether a new VAO and new VBO are created, the objects @@ -3398,91 +3488,14 @@ setup_glsl_generate_mipmap(struct gl_context *ctx, GLenum target) { struct glsl_sampler *sampler; - const char *vs_source; - char *fs_source; - GLuint vs, fs; - void *mem_ctx; setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true, 2, 3, 0); /* Generate a fragment shader program appropriate for the texture target */ sampler = setup_texture_sampler(target, &mipmap->samplers); assert(sampler != NULL); - if (sampler->shader_prog != 0) { - mipmap->ShaderProg = sampler->shader_prog; - return; - } - - mem_ctx = ralloc_context(NULL); - - if (ctx->API == API_OPENGLES2 || 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_source = ralloc_asprintf(mem_ctx, - "#extension GL_EXT_texture_array : enable\n" - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" - "uniform %s texSampler;\n" - "varying vec3 texCoords;\n" - "void main()\n" - "{\n" - " gl_FragColor = %s(texSampler, %s);\n" - "}\n", - sampler->type, - sampler->func, sampler->texcoords); - } - else { - vs_source = ralloc_asprintf(mem_ctx, - "#version %s\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", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); - fs_source = ralloc_asprintf(mem_ctx, - "#version %s\n" - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" - "uniform %s texSampler;\n" - "in vec3 texCoords;\n" - "out vec4 out_color;\n" - "\n" - "void main()\n" - "{\n" - " out_color = texture(texSampler, %s);\n" - "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es", - sampler->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); - - mipmap->ShaderProg = _mesa_CreateProgramObjectARB(); - _mesa_AttachShader(mipmap->ShaderProg, fs); - _mesa_DeleteObjectARB(fs); - _mesa_AttachShader(mipmap->ShaderProg, vs); - _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocation(mipmap->ShaderProg, 0, "position"); - _mesa_BindAttribLocation(mipmap->ShaderProg, 1, "texcoords"); - link_program_with_debug(ctx, mipmap->ShaderProg); - sampler->shader_prog = mipmap->ShaderProg; - ralloc_free(mem_ctx); + mipmap->ShaderProg = setup_shader_for_sampler(ctx, sampler); } |