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 <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <idr@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Anuj Phogat 2012-08-29 11:13:55 -07:00
parent c824804c6f
commit 0fc11a24c8

View file

@ -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);
/* Choose between glsl version and fixed function version of
* GenerateMipmap function.
*/
if (use_glsl_version) {
setup_glsl_generate_mipmap(ctx, mipmap);
if (texObj->_IsIntegerFormat)
_mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
else
_mesa_UseProgramObjectARB(mipmap->ShaderProg);
}
else {
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 (original_active_unit != 0)
if (currentTexUnitSave != 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);
/* 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);
}
else {
_mesa_BindVertexArray(mipmap->ArrayObj);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
}
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[0].x = -1.0F;
verts[0].y = -1.0F;
verts[1].x = 1.0F;
verts[1].y = 0.0F;
verts[1].y = -1.0F;
verts[2].x = 1.0F;
verts[2].y = 1.0F;
verts[3].x = 0.0F;
verts[3].x = -1.0F;
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);
/* 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 &&