struct temp_texture Tex; /**< separate texture from other meta ops */
};
+/**
+ * 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;
+ GLuint shader_prog;
+};
/**
* State for _mesa_meta_generate_mipmap()
GLuint Sampler;
GLuint ShaderProg;
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;
+ struct glsl_sampler sampler_1d;
+ struct glsl_sampler sampler_2d;
+ struct glsl_sampler sampler_3d;
+ struct glsl_sampler sampler_cubemap;
+ struct glsl_sampler sampler_1d_array;
+ struct glsl_sampler sampler_2d_array;
};
/**
}
-static void
-setup_texture_sampler(GLenum target, struct glsl_sampler *sampler)
+static struct glsl_sampler *
+setup_texture_sampler(GLenum target, struct gen_mipmap_state *mipmap)
{
switch(target) {
case GL_TEXTURE_1D:
- sampler->type = "sampler1D";
- sampler->func = "texture1D";
- sampler->texcoords = "texCoords.x";
- break;
+ mipmap->sampler_1d.type = "sampler1D";
+ mipmap->sampler_1d.func = "texture1D";
+ mipmap->sampler_1d.texcoords = "texCoords.x";
+ return &mipmap->sampler_1d;
case GL_TEXTURE_2D:
- sampler->type = "sampler2D";
- sampler->func = "texture2D";
- sampler->texcoords = "texCoords.xy";
- break;
+ mipmap->sampler_2d.type = "sampler2D";
+ mipmap->sampler_2d.func = "texture2D";
+ mipmap->sampler_2d.texcoords = "texCoords.xy";
+ return &mipmap->sampler_2d;
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;
+ mipmap->sampler_3d.type = "sampler3D";
+ mipmap->sampler_3d.func = "texture3D";
+ mipmap->sampler_3d.texcoords = "texCoords";
+ return &mipmap->sampler_3d;
case GL_TEXTURE_CUBE_MAP:
- sampler->type = "samplerCube";
- sampler->func = "textureCube";
- sampler->texcoords = "texCoords";
- break;
+ mipmap->sampler_cubemap.type = "samplerCube";
+ mipmap->sampler_cubemap.func = "textureCube";
+ mipmap->sampler_cubemap.texcoords = "texCoords";
+ return &mipmap->sampler_cubemap;
case GL_TEXTURE_1D_ARRAY:
- sampler->type = "sampler1DArray";
- sampler->func = "texture1DArray";
- sampler->texcoords = "texCoords.xy";
- break;
+ mipmap->sampler_1d_array.type = "sampler1DArray";
+ mipmap->sampler_1d_array.func = "texture1DArray";
+ mipmap->sampler_1d_array.texcoords = "texCoords.xy";
+ return &mipmap->sampler_1d_array;
case GL_TEXTURE_2D_ARRAY:
- sampler->type = "sampler2DArray";
- sampler->func = "texture2DArray";
- sampler->texcoords = "texCoords";
- break;
+ mipmap->sampler_2d_array.type = "sampler2DArray";
+ mipmap->sampler_2d_array.func = "texture2DArray";
+ mipmap->sampler_2d_array.texcoords = "texCoords";
+ return &mipmap->sampler_2d_array;
default:
_mesa_problem(NULL, "Unexpected texture target 0x%x in"
" setup_texture_sampler()\n", target);
+ return NULL;
}
}
struct vertex {
GLfloat x, y, tex[3];
};
- struct glsl_sampler sampler;
+ struct glsl_sampler *sampler;
const char *vs_source;
const char *fs_template;
}
/* Check if already initialized */
- if (mipmap->ArrayObj != 0)
- return;
- /* create vertex array object */
- _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
- _mesa_BindVertexArray(mipmap->ArrayObj);
+ if (mipmap->ArrayObj == 0) {
- /* create vertex array buffer */
- _mesa_GenBuffersARB(1, &mipmap->VBO);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &mipmap->ArrayObj);
+ _mesa_BindVertexArray(mipmap->ArrayObj);
- /* 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));
+ /* 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));
+ }
/* Generate a fragment shader program appropriate for the texture target */
- setup_texture_sampler(target, &sampler);
+ sampler = setup_texture_sampler(target, mipmap);
+ assert(sampler != NULL);
+ if (sampler->shader_prog != 0) {
+ mipmap->ShaderProg = sampler->shader_prog;
+ return;
+ }
+
mem_ctx = ralloc_context(NULL);
if (ctx->Const.GLSLVersion < 130) {
"require" : "disable";
fs_source = ralloc_asprintf(mem_ctx, fs_template,
- extension_mode, sampler.type,
- sampler.func, sampler.texcoords);
+ extension_mode, sampler->type,
+ sampler->func, sampler->texcoords);
}
else {
fs_source = ralloc_asprintf(mem_ctx, fs_template,
- sampler.type, "vec4",
- sampler.texcoords);
+ sampler->type, "vec4",
+ sampler->texcoords);
}
vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
_mesa_EnableVertexAttribArrayARB(0);
_mesa_EnableVertexAttribArrayARB(1);
link_program_with_debug(ctx, mipmap->ShaderProg);
+ sampler->shader_prog = mipmap->ShaderProg;
ralloc_free(mem_ctx);
if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
mipmap->ArrayObj = 0;
_mesa_DeleteBuffersARB(1, &mipmap->VBO);
mipmap->VBO = 0;
- _mesa_DeleteObjectARB(mipmap->ShaderProg);
- mipmap->ShaderProg = 0;
+
+ _mesa_DeleteObjectARB(mipmap->sampler_1d.shader_prog);
+ _mesa_DeleteObjectARB(mipmap->sampler_2d.shader_prog);
+ _mesa_DeleteObjectARB(mipmap->sampler_3d.shader_prog);
+ _mesa_DeleteObjectARB(mipmap->sampler_cubemap.shader_prog);
+ _mesa_DeleteObjectARB(mipmap->sampler_1d_array.shader_prog);
+ _mesa_DeleteObjectARB(mipmap->sampler_2d_array.shader_prog);
+
+ mipmap->sampler_1d.shader_prog = 0;
+ mipmap->sampler_2d.shader_prog = 0;
+ mipmap->sampler_3d.shader_prog = 0;
+ mipmap->sampler_cubemap.shader_prog = 0;
+ mipmap->sampler_1d_array.shader_prog = 0;
+ mipmap->sampler_2d_array.shader_prog = 0;
if (mipmap->IntegerShaderProg) {
_mesa_DeleteObjectARB(mipmap->IntegerShaderProg);