meta: fix meta clear of layered framebuffers

From section 4.4.7 (Layered Framebuffers) of the GLSL 3.2 spec:

    When the Clear or ClearBuffer* commands are used to clear a
    layered framebuffer attachment, all layers of the attachment are
    cleared.

This patch fixes meta clears to properly clear all layers of a layered
framebuffer attachment.  We accomplish this by adding a geometry
shader to the meta clear program which sets gl_Layer to a uniform
value.  When clearing a layered framebuffer, we execute in a loop,
setting the uniform to point to each layer in turn.

Cc: "10.0" <mesa-stable@lists.freedesktop.org>

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Paul Berry 2013-11-19 13:31:20 -08:00
parent 95140740ad
commit 068a073c1d

View file

@ -241,9 +241,11 @@ struct clear_state
GLuint VBO; GLuint VBO;
GLuint ShaderProg; GLuint ShaderProg;
GLint ColorLocation; GLint ColorLocation;
GLint LayerLocation;
GLuint IntegerShaderProg; GLuint IntegerShaderProg;
GLint IntegerColorLocation; GLint IntegerColorLocation;
GLint IntegerLayerLocation;
}; };
@ -2145,6 +2147,19 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
"{\n" "{\n"
" gl_Position = position;\n" " gl_Position = position;\n"
"}\n"; "}\n";
const char *gs_source =
"#version 150\n"
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 4) out;\n"
"uniform int layer;\n"
"void main()\n"
"{\n"
" for (int i = 0; i < 3; i++) {\n"
" gl_Layer = layer;\n"
" gl_Position = gl_in[i].gl_Position;\n"
" EmitVertex();\n"
" }\n"
"}\n";
const char *fs_source = const char *fs_source =
"#ifdef GL_ES\n" "#ifdef GL_ES\n"
"precision highp float;\n" "precision highp float;\n"
@ -2154,7 +2169,7 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
"{\n" "{\n"
" gl_FragColor = color;\n" " gl_FragColor = color;\n"
"}\n"; "}\n";
GLuint vs, fs; GLuint vs, gs = 0, fs;
bool has_integer_textures; bool has_integer_textures;
if (clear->ArrayObj != 0) if (clear->ArrayObj != 0)
@ -2176,6 +2191,12 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
_mesa_ShaderSource(vs, 1, &vs_source, NULL); _mesa_ShaderSource(vs, 1, &vs_source, NULL);
_mesa_CompileShader(vs); _mesa_CompileShader(vs);
if (_mesa_has_geometry_shaders(ctx)) {
gs = _mesa_CreateShaderObjectARB(GL_GEOMETRY_SHADER);
_mesa_ShaderSource(gs, 1, &gs_source, NULL);
_mesa_CompileShader(gs);
}
fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER); fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
_mesa_ShaderSource(fs, 1, &fs_source, NULL); _mesa_ShaderSource(fs, 1, &fs_source, NULL);
_mesa_CompileShader(fs); _mesa_CompileShader(fs);
@ -2183,6 +2204,8 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
clear->ShaderProg = _mesa_CreateProgramObjectARB(); clear->ShaderProg = _mesa_CreateProgramObjectARB();
_mesa_AttachShader(clear->ShaderProg, fs); _mesa_AttachShader(clear->ShaderProg, fs);
_mesa_DeleteObjectARB(fs); _mesa_DeleteObjectARB(fs);
if (gs != 0)
_mesa_AttachShader(clear->ShaderProg, gs);
_mesa_AttachShader(clear->ShaderProg, vs); _mesa_AttachShader(clear->ShaderProg, vs);
_mesa_DeleteObjectARB(vs); _mesa_DeleteObjectARB(vs);
_mesa_BindAttribLocation(clear->ShaderProg, 0, "position"); _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
@ -2190,6 +2213,10 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
"color"); "color");
if (gs != 0) {
clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg,
"layer");
}
has_integer_textures = _mesa_is_gles3(ctx) || has_integer_textures = _mesa_is_gles3(ctx) ||
(_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130); (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
@ -2227,6 +2254,8 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
clear->IntegerShaderProg = _mesa_CreateProgramObjectARB(); clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
_mesa_AttachShader(clear->IntegerShaderProg, fs); _mesa_AttachShader(clear->IntegerShaderProg, fs);
_mesa_DeleteObjectARB(fs); _mesa_DeleteObjectARB(fs);
if (gs != 0)
_mesa_AttachShader(clear->IntegerShaderProg, gs);
_mesa_AttachShader(clear->IntegerShaderProg, vs); _mesa_AttachShader(clear->IntegerShaderProg, vs);
_mesa_DeleteObjectARB(vs); _mesa_DeleteObjectARB(vs);
_mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position"); _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
@ -2240,7 +2269,13 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
clear->IntegerColorLocation = clear->IntegerColorLocation =
_mesa_GetUniformLocation(clear->IntegerShaderProg, "color"); _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
if (gs != 0) {
clear->IntegerLayerLocation =
_mesa_GetUniformLocation(clear->IntegerShaderProg, "layer");
}
} }
if (gs != 0)
_mesa_DeleteObjectARB(gs);
} }
static void static void
@ -2371,8 +2406,18 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers)
_mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
GL_DYNAMIC_DRAW_ARB); GL_DYNAMIC_DRAW_ARB);
/* draw quad */ /* draw quad(s) */
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); if (fb->NumLayers > 0) {
for (unsigned layer = 0; layer < fb->NumLayers; layer++) {
if (fb->_IntegerColor)
_mesa_Uniform1i(clear->IntegerLayerLocation, layer);
else
_mesa_Uniform1i(clear->LayerLocation, layer);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
} else {
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
_mesa_meta_end(ctx); _mesa_meta_end(ctx);
} }