#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 */
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
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];
}
+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"
" 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 =
"{\n"
" out_color = texture(tex2d, texCoords.xy);\n"
"}\n";
+ char *fs_source;
GLuint vs, fs;
/* Check if already initialized */
_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);
_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)){
* 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);