diff options
-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); } |