meta: Fold the glUseProgram() into the blit program generator.
[mesa.git] / src / mesa / drivers / common / meta.c
index 40e1f3735320a8dd1227d85390fa76b295383e71..f0cd5a0a8eb9bc946665611757642584c13891d3 100644 (file)
@@ -237,6 +237,7 @@ struct sampler_table {
    struct glsl_sampler sampler_cubemap;
    struct glsl_sampler sampler_1d_array;
    struct glsl_sampler sampler_2d_array;
+   struct glsl_sampler sampler_cubemap_array;
 };
 
 /**
@@ -247,8 +248,7 @@ struct blit_state
    GLuint VAO;
    GLuint VBO;
    GLuint DepthFP;
-   GLuint ShaderProg;
-   GLuint RectShaderProg;
+   struct sampler_table samplers;
    struct temp_texture depthTex;
 };
 
@@ -312,7 +312,6 @@ struct gen_mipmap_state
    GLuint VBO;
    GLuint FBO;
    GLuint Sampler;
-   GLuint ShaderProg;
 
    struct sampler_table samplers;
 };
@@ -325,6 +324,8 @@ struct decompress_state
    GLuint VAO;
    GLuint VBO, FBO, RBO, Sampler;
    GLint Width, Height;
+
+   struct sampler_table samplers;
 };
 
 /**
@@ -402,7 +403,7 @@ compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB
       return 0;
    }
 
-   _mesa_GetProgramInfoLog(shader, size, NULL, info);
+   _mesa_GetShaderInfoLog(shader, size, NULL, info);
    _mesa_problem(ctx,
                 "meta program compile failed:\n%s\n"
                 "source:\n%s\n",
@@ -450,22 +451,35 @@ link_program_with_debug(struct gl_context *ctx, GLuint program)
  *
  * \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)
+static void
+setup_blit_shader(struct gl_context *ctx,
+                  GLenum target,
+                  struct sampler_table *table)
 {
    const char *vs_source;
    char *fs_source;
    GLuint vs, fs;
    void *const mem_ctx = ralloc_context(NULL);
+   struct glsl_sampler *sampler =
+      setup_texture_sampler(target, table);
+
+   assert(sampler != NULL);
 
-   if (sampler->shader_prog != 0)
-      return sampler->shader_prog;
+   if (sampler->shader_prog != 0) {
+      _mesa_UseProgram(sampler->shader_prog);
+      return;
+   }
 
-   if (ctx->API == API_OPENGLES2 || ctx->Const.GLSLVersion < 130) {
+   /* The version check is a little tricky.  API is set to API_OPENGLES2 even
+    * for OpenGL ES 3.0 contexts, and GLSLVersion may be set to 140, for
+    * example, in an OpenGL ES 2.0 context.
+    */
+   if ((ctx->API == API_OPENGLES2 && ctx->Version < 30)
+       || ctx->Const.GLSLVersion < 130) {
       vs_source =
          "attribute vec2 position;\n"
          "attribute vec3 textureCoords;\n"
-         "varying vec3 texCoords;\n"
+         "varying vec4 texCoords;\n"
          "void main()\n"
          "{\n"
          "   texCoords = textureCoords;\n"
@@ -474,14 +488,16 @@ setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler *sampler)
 
       fs_source = ralloc_asprintf(mem_ctx,
                                   "#extension GL_EXT_texture_array : enable\n"
+                                  "#extension GL_ARB_texture_cube_map_array: enable\n"
                                   "#ifdef GL_ES\n"
                                   "precision highp float;\n"
                                   "#endif\n"
                                   "uniform %s texSampler;\n"
-                                  "varying vec3 texCoords;\n"
+                                  "varying vec4 texCoords;\n"
                                   "void main()\n"
                                   "{\n"
                                   "   gl_FragColor = %s(texSampler, %s);\n"
+                                  "   gl_FragDepth = gl_FragColor.x;\n"
                                   "}\n",
                                   sampler->type,
                                   sampler->func, sampler->texcoords);
@@ -490,8 +506,8 @@ setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler *sampler)
       vs_source = ralloc_asprintf(mem_ctx,
                                   "#version %s\n"
                                   "in vec2 position;\n"
-                                  "in vec3 textureCoords;\n"
-                                  "out vec3 texCoords;\n"
+                                  "in vec4 textureCoords;\n"
+                                  "out vec4 texCoords;\n"
                                   "void main()\n"
                                   "{\n"
                                   "   texCoords = textureCoords;\n"
@@ -500,16 +516,18 @@ setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler *sampler)
                                   _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
       fs_source = ralloc_asprintf(mem_ctx,
                                   "#version %s\n"
+                                  "#extension GL_ARB_texture_cube_map_array: enable\n"
                                   "#ifdef GL_ES\n"
                                   "precision highp float;\n"
                                   "#endif\n"
                                   "uniform %s texSampler;\n"
-                                  "in vec3 texCoords;\n"
+                                  "in vec4 texCoords;\n"
                                   "out vec4 out_color;\n"
                                   "\n"
                                   "void main()\n"
                                   "{\n"
                                   "   out_color = texture(texSampler, %s);\n"
+                                  "   gl_FragDepth = out_color.x;\n"
                                   "}\n",
                                   _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
                                   sampler->type,
@@ -529,7 +547,7 @@ setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler *sampler)
    link_program_with_debug(ctx, sampler->shader_prog);
    ralloc_free(mem_ctx);
 
-   return sampler->shader_prog;
+   _mesa_UseProgram(sampler->shader_prog);
 }
 
 /**
@@ -1656,98 +1674,12 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
                             struct blit_state *blit,
                             GLenum target)
 {
-   const char *vs_source;
-   char *fs_source;
-   GLuint vs, fs;
-   void *mem_ctx;
-   GLuint ShaderProg;
-   GLboolean texture_2d = (target == GL_TEXTURE_2D);
-
    /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
-   assert(_mesa_is_desktop_gl(ctx) || texture_2d);
+   assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
 
    setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
 
-   /* Generate a relevant fragment shader program for the texture target */
-   if ((target == GL_TEXTURE_2D && blit->ShaderProg != 0) ||
-       (target == GL_TEXTURE_RECTANGLE && blit->RectShaderProg != 0)) {
-      return;
-   }
-
-   mem_ctx = ralloc_context(NULL);
-
-   if (ctx->Const.GLSLVersion < 130) {
-      vs_source =
-         "attribute vec2 position;\n"
-         "attribute vec2 textureCoords;\n"
-         "varying vec2 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,
-                                  "#ifdef GL_ES\n"
-                                  "precision highp float;\n"
-                                  "#endif\n"
-                                  "uniform %s texSampler;\n"
-                                  "varying vec2 texCoords;\n"
-                                  "void main()\n"
-                                  "{\n"
-                                  "   gl_FragColor = %s(texSampler, texCoords);\n"
-                                  "   gl_FragDepth = gl_FragColor.r;\n"
-                                  "}\n",
-                                  texture_2d ? "sampler2D" : "sampler2DRect",
-                                  texture_2d ? "texture2D" : "texture2DRect");
-   }
-   else {
-      vs_source = ralloc_asprintf(mem_ctx,
-                                  "#version %s\n"
-                                  "in vec2 position;\n"
-                                  "in vec2 textureCoords;\n"
-                                  "out vec2 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 vec2 texCoords;\n"
-                                  "out vec4 out_color;\n"
-                                  "\n"
-                                  "void main()\n"
-                                  "{\n"
-                                  "   out_color = %s(texSampler, texCoords);\n"
-                                  "   gl_FragDepth = out_color.r;\n"
-                                  "}\n",
-                                  _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
-                                  texture_2d ? "sampler2D" : "sampler2DRect",
-                                  texture_2d ? "texture" : "texture2DRect");
-   }
-
-   vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
-   fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
-
-   ShaderProg = _mesa_CreateProgramObjectARB();
-   _mesa_AttachShader(ShaderProg, fs);
-   _mesa_DeleteObjectARB(fs);
-   _mesa_AttachShader(ShaderProg, vs);
-   _mesa_DeleteObjectARB(vs);
-   _mesa_BindAttribLocation(ShaderProg, 0, "position");
-   _mesa_BindAttribLocation(ShaderProg, 1, "texcoords");
-   link_program_with_debug(ctx, ShaderProg);
-   ralloc_free(mem_ctx);
-   if (texture_2d)
-      blit->ShaderProg = ShaderProg;
-   else
-      blit->RectShaderProg = ShaderProg;
+   setup_blit_shader(ctx, target, &blit->samplers);
 }
 
 /**
@@ -1814,10 +1746,6 @@ blitframebuffer_texture(struct gl_context *ctx,
           */
          if (glsl_version) {
             setup_glsl_blit_framebuffer(ctx, blit, target);
-            if (target == GL_TEXTURE_2D)
-               _mesa_UseProgram(blit->ShaderProg);
-            else
-               _mesa_UseProgram(blit->RectShaderProg);
          }
          else {
             setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
@@ -1995,10 +1923,6 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx,
     */
    if (use_glsl_version) {
       setup_glsl_blit_framebuffer(ctx, blit, tex->Target);
-      if (tex->Target == GL_TEXTURE_2D)
-         _mesa_UseProgram(blit->ShaderProg);
-      else
-         _mesa_UseProgram(blit->RectShaderProg);
    }
    else {
       setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2);
@@ -2145,10 +2069,7 @@ meta_glsl_blit_cleanup(struct blit_state *blit)
       blit->DepthFP = 0;
    }
 
-   _mesa_DeleteObjectARB(blit->ShaderProg);
-   blit->ShaderProg = 0;
-   _mesa_DeleteObjectARB(blit->RectShaderProg);
-   blit->RectShaderProg = 0;
+   sampler_table_cleanup(&blit->samplers);
 
    _mesa_DeleteTextures(1, &blit->depthTex.TexObj);
    blit->depthTex.TexObj = 0;
@@ -3380,6 +3301,8 @@ setup_texture_coords(GLenum faceTarget,
             assert(0);
          }
 
+         coord[3] = (float) (slice / 6);
+
          switch (faceTarget) {
          case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
             coord[0] = 1.0f;
@@ -3446,12 +3369,12 @@ setup_texture_sampler(GLenum target, struct sampler_table *table)
        */
       table->sampler_3d.type = "sampler3D";
       table->sampler_3d.func = "texture3D";
-      table->sampler_3d.texcoords = "texCoords";
+      table->sampler_3d.texcoords = "texCoords.xyz";
       return &table->sampler_3d;
    case GL_TEXTURE_CUBE_MAP:
       table->sampler_cubemap.type = "samplerCube";
       table->sampler_cubemap.func = "textureCube";
-      table->sampler_cubemap.texcoords = "texCoords";
+      table->sampler_cubemap.texcoords = "texCoords.xyz";
       return &table->sampler_cubemap;
    case GL_TEXTURE_1D_ARRAY:
       table->sampler_1d_array.type = "sampler1DArray";
@@ -3461,8 +3384,13 @@ setup_texture_sampler(GLenum target, struct sampler_table *table)
    case GL_TEXTURE_2D_ARRAY:
       table->sampler_2d_array.type = "sampler2DArray";
       table->sampler_2d_array.func = "texture2DArray";
-      table->sampler_2d_array.texcoords = "texCoords";
+      table->sampler_2d_array.texcoords = "texCoords.xyz";
       return &table->sampler_2d_array;
+   case GL_TEXTURE_CUBE_MAP_ARRAY:
+      table->sampler_cubemap_array.type = "samplerCubeArray";
+      table->sampler_cubemap_array.func = "textureCubeArray";
+      table->sampler_cubemap_array.texcoords = "texCoords.xyzw";
+      return &table->sampler_cubemap_array;
    default:
       _mesa_problem(NULL, "Unexpected texture target 0x%x in"
                     " setup_texture_sampler()\n", target);
@@ -3480,6 +3408,7 @@ sampler_table_cleanup(struct sampler_table *table)
    _mesa_DeleteObjectARB(table->sampler_cubemap.shader_prog);
    _mesa_DeleteObjectARB(table->sampler_1d_array.shader_prog);
    _mesa_DeleteObjectARB(table->sampler_2d_array.shader_prog);
+   _mesa_DeleteObjectARB(table->sampler_cubemap_array.shader_prog);
 
    table->sampler_1d.shader_prog = 0;
    table->sampler_2d.shader_prog = 0;
@@ -3488,6 +3417,7 @@ sampler_table_cleanup(struct sampler_table *table)
    table->sampler_cubemap.shader_prog = 0;
    table->sampler_1d_array.shader_prog = 0;
    table->sampler_2d_array.shader_prog = 0;
+   table->sampler_cubemap_array.shader_prog = 0;
 }
 
 static void
@@ -3495,15 +3425,9 @@ setup_glsl_generate_mipmap(struct gl_context *ctx,
                            struct gen_mipmap_state *mipmap,
                            GLenum target)
 {
-   struct glsl_sampler *sampler;
-
    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);
-
-   mipmap->ShaderProg = setup_shader_for_sampler(ctx, sampler);
+   setup_blit_shader(ctx, target, &mipmap->samplers);
 }
 
 
@@ -3567,7 +3491,6 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
     */
    if (use_glsl_version) {
       setup_glsl_generate_mipmap(ctx, mipmap, target);
-      _mesa_UseProgram(mipmap->ShaderProg);
    }
    else {
       setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3);
@@ -3937,10 +3860,14 @@ decompress_texture_image(struct gl_context *ctx,
    GLuint fboDrawSave, fboReadSave;
    GLuint rbSave;
    GLuint samplerSave;
+   const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
+                                      ctx->Extensions.ARB_fragment_shader &&
+                                      (ctx->API != API_OPENGLES);
 
    if (slice > 0) {
       assert(target == GL_TEXTURE_3D ||
-             target == GL_TEXTURE_2D_ARRAY);
+             target == GL_TEXTURE_2D_ARRAY ||
+             target == GL_TEXTURE_CUBE_MAP_ARRAY);
    }
 
    switch (target) {
@@ -3953,10 +3880,9 @@ decompress_texture_image(struct gl_context *ctx,
       assert(!"No compressed 3D textures.");
       return;
 
-   case GL_TEXTURE_2D_ARRAY:
    case GL_TEXTURE_CUBE_MAP_ARRAY:
-      /* These targets are just broken currently. */
-      return;
+      faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
+      break;
 
    case GL_TEXTURE_CUBE_MAP:
       faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
@@ -4001,7 +3927,14 @@ decompress_texture_image(struct gl_context *ctx,
       decompress->Height = height;
    }
 
-   setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
+   if (use_glsl_version) {
+      setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
+                           2, 4, 0);
+
+      setup_blit_shader(ctx, target, &decompress->samplers);
+   } else {
+      setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
+   }
 
    if (!decompress->Sampler) {
       _mesa_GenSamplers(1, &decompress->Sampler);
@@ -4045,7 +3978,9 @@ decompress_texture_image(struct gl_context *ctx,
 
    /* setup texture state */
    _mesa_BindTexture(target, texObj->Name);
-   _mesa_set_enable(ctx, target, GL_TRUE);
+
+   if (!use_glsl_version)
+      _mesa_set_enable(ctx, target, GL_TRUE);
 
    {
       /* save texture object state */
@@ -4105,7 +4040,8 @@ decompress_texture_image(struct gl_context *ctx,
    }
 
    /* disable texture unit */
-   _mesa_set_enable(ctx, target, GL_FALSE);
+   if (!use_glsl_version)
+      _mesa_set_enable(ctx, target, GL_FALSE);
 
    _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
 
@@ -4137,8 +4073,7 @@ _mesa_meta_GetTexImage(struct gl_context *ctx,
     * unsigned, normalized values.  We could handle signed and unnormalized 
     * with floating point renderbuffers...
     */
-   if (texImage->TexObject->Target != GL_TEXTURE_CUBE_MAP_ARRAY
-       && _mesa_is_format_compressed(texImage->TexFormat) &&
+   if (_mesa_is_format_compressed(texImage->TexFormat) &&
        _mesa_get_format_datatype(texImage->TexFormat)
        == GL_UNSIGNED_NORMALIZED) {
       struct gl_texture_object *texObj = texImage->TexObject;
@@ -4147,7 +4082,8 @@ _mesa_meta_GetTexImage(struct gl_context *ctx,
       _mesa_unlock_texture(ctx, texObj);
       for (slice = 0; slice < texImage->Depth; slice++) {
          void *dst;
-         if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) {
+         if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
+             || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
             /* Setup pixel packing.  SkipPixels and SkipRows will be applied
              * in the decompress_texture_image() function's call to
              * glReadPixels but we need to compute the dest slice's address