_mesa_meta_GenerateMipmap: Support all texture targets by generating shaders at runtime

glsl path of _mesa_meta_GenerateMipmap() function would require different fragment
shaders depending on the texture target. This patch adds the code to generate
appropriate fragment shader programs at run time.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=54296

V2: Removed the code for integer textures as ARB is planning to
    disallow automatic mipmap generation for integer textures.
    Now using ralloc_asprintf in setup_glsl_generate_mipmap().

NOTE: This is a candidate for stable branches.

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Anuj Phogat 2012-08-31 13:51:39 -07:00
parent fb541662eb
commit 299acac849
2 changed files with 74 additions and 6 deletions

View file

@ -76,6 +76,7 @@
#include "drivers/common/meta.h"
#include "main/enums.h"
#include "main/glformats.h"
#include "../glsl/ralloc.h"
/** Return offset in bytes of the field within a vertex struct */
@ -286,6 +287,15 @@ struct gen_mipmap_state
GLuint IntegerShaderProg;
};
/**
* State for GLSL texture sampler which is used to generate fragment
* shader in _mesa_meta_generate_mipmap().
*/
struct glsl_sampler {
const char *type;
const char *func;
const char *texcoords;
};
/**
* State for texture decompression
@ -2974,7 +2984,7 @@ setup_texture_coords(GLenum faceTarget,
static void
setup_ff_generate_mipmap(struct gl_context *ctx,
struct gen_mipmap_state *mipmap)
struct gen_mipmap_state *mipmap)
{
struct vertex {
GLfloat x, y, tex[3];
@ -3003,13 +3013,59 @@ setup_ff_generate_mipmap(struct gl_context *ctx,
}
static void
setup_texture_sampler(GLenum target, struct glsl_sampler *sampler)
{
switch(target) {
case GL_TEXTURE_1D:
sampler->type = "sampler1D";
sampler->func = "texture1D";
sampler->texcoords = "texCoords.x";
break;
case GL_TEXTURE_2D:
sampler->type = "sampler2D";
sampler->func = "texture2D";
sampler->texcoords = "texCoords.xy";
break;
case GL_TEXTURE_3D:
/* Code for mipmap generation with 3D textures is not used yet.
* It's a sw fallback.
*/
sampler->type = "sampler3D";
sampler->func = "texture3D";
sampler->texcoords = "texCoords";
break;
case GL_TEXTURE_CUBE_MAP:
sampler->type = "samplerCube";
sampler->func = "textureCube";
sampler->texcoords = "texCoords";
break;
case GL_TEXTURE_1D_ARRAY:
sampler->type = "sampler1DArray";
sampler->func = "texture1DArray";
sampler->texcoords = "texCoords.xy";
break;
case GL_TEXTURE_2D_ARRAY:
sampler->type = "sampler2DArray";
sampler->func = "texture2DArray";
sampler->texcoords = "texCoords";
break;
default:
_mesa_problem(NULL, "Unexpected texture target 0x%x in"
" setup_texture_sampler()\n", target);
}
}
static void
setup_glsl_generate_mipmap(struct gl_context *ctx,
struct gen_mipmap_state *mipmap)
struct gen_mipmap_state *mipmap,
GLenum target)
{
struct vertex {
GLfloat x, y, tex[3];
};
struct glsl_sampler sampler;
static const char *vs_source =
"attribute vec2 position;\n"
@ -3020,12 +3076,12 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
" texCoords = textureCoords;\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
"}\n";
static const char *fs_source =
"uniform sampler2D tex2d;\n"
static const char *fs_template =
"uniform %s texSampler;\n"
"varying vec3 texCoords;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex2d, texCoords.xy);\n"
" gl_FragColor = %s(texSampler, %s);\n"
"}\n";
static const char *vs_int_source =
@ -3048,6 +3104,7 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
"{\n"
" out_color = texture(tex2d, texCoords.xy);\n"
"}\n";
char *fs_source;
GLuint vs, fs;
/* Check if already initialized */
@ -3067,6 +3124,14 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
_mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
sizeof(struct vertex), OFFSET(tex));
/* Generate a fragment shader program appropriate for the texture target */
setup_texture_sampler(target, &sampler);
mem_ctx = ralloc_context(NULL);
fs_source = ralloc_asprintf(mem_ctx, fs_template,
sampler.type, sampler.func,
sampler.texcoords);
vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
@ -3080,6 +3145,7 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
_mesa_EnableVertexAttribArrayARB(0);
_mesa_EnableVertexAttribArrayARB(1);
link_program_with_debug(ctx, mipmap->ShaderProg);
ralloc_free(mem_ctx);
if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
_mesa_is_gles3(ctx)){
@ -3172,7 +3238,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
* GenerateMipmap function.
*/
if (use_glsl_version) {
setup_glsl_generate_mipmap(ctx, mipmap);
setup_glsl_generate_mipmap(ctx, mipmap, target);
if (texObj->_IsIntegerFormat)
_mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);

View file

@ -58,6 +58,8 @@
#define MESA_META_MULTISAMPLE 0x100000
/**\}*/
void *mem_ctx;
extern void
_mesa_meta_init(struct gl_context *ctx);