return 0;
}
+/**
+ * Generate a generic shader to blit from a texture to a framebuffer
+ *
+ * \param ctx Current GL context
+ * \param texTarget Texture target that will be the source of the blit
+ *
+ * \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)
+{
+ const char *vs_source;
+ char *fs_source;
+ GLuint vs, fs;
+ void *const mem_ctx = ralloc_context(NULL);
+
+ if (sampler->shader_prog != 0)
+ return sampler->shader_prog;
+
+ if (ctx->API == API_OPENGLES2 || ctx->Const.GLSLVersion < 130) {
+ 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";
+
+ fs_source = ralloc_asprintf(mem_ctx,
+ "#extension GL_EXT_texture_array : enable\n"
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "uniform %s texSampler;\n"
+ "varying vec3 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = %s(texSampler, %s);\n"
+ "}\n",
+ sampler->type,
+ sampler->func, sampler->texcoords);
+ }
+ else {
+ vs_source = ralloc_asprintf(mem_ctx,
+ "#version %s\n"
+ "in vec2 position;\n"
+ "in vec3 textureCoords;\n"
+ "out vec3 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 vec3 texCoords;\n"
+ "out vec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = texture(texSampler, %s);\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
+ sampler->type,
+ sampler->texcoords);
+ }
+
+ vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
+ fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
+
+ sampler->shader_prog = _mesa_CreateProgramObjectARB();
+ _mesa_AttachShader(sampler->shader_prog, fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(sampler->shader_prog, vs);
+ _mesa_DeleteObjectARB(vs);
+ _mesa_BindAttribLocation(sampler->shader_prog, 0, "position");
+ _mesa_BindAttribLocation(sampler->shader_prog, 1, "texcoords");
+ link_program_with_debug(ctx, sampler->shader_prog);
+ ralloc_free(mem_ctx);
+
+ return sampler->shader_prog;
+}
+
/**
* Configure vertex buffer and vertex array objects for tests
*
GLenum target)
{
struct glsl_sampler *sampler;
- const char *vs_source;
- char *fs_source;
- GLuint vs, fs;
- void *mem_ctx;
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);
- if (sampler->shader_prog != 0) {
- mipmap->ShaderProg = sampler->shader_prog;
- return;
- }
-
- mem_ctx = ralloc_context(NULL);
-
- if (ctx->API == API_OPENGLES2 || ctx->Const.GLSLVersion < 130) {
- 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";
-
- fs_source = ralloc_asprintf(mem_ctx,
- "#extension GL_EXT_texture_array : enable\n"
- "#ifdef GL_ES\n"
- "precision highp float;\n"
- "#endif\n"
- "uniform %s texSampler;\n"
- "varying vec3 texCoords;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = %s(texSampler, %s);\n"
- "}\n",
- sampler->type,
- sampler->func, sampler->texcoords);
- }
- else {
- vs_source = ralloc_asprintf(mem_ctx,
- "#version %s\n"
- "in vec2 position;\n"
- "in vec3 textureCoords;\n"
- "out vec3 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 vec3 texCoords;\n"
- "out vec4 out_color;\n"
- "\n"
- "void main()\n"
- "{\n"
- " out_color = texture(texSampler, %s);\n"
- "}\n",
- _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
- sampler->type,
- sampler->texcoords);
- }
- 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_BindAttribLocation(mipmap->ShaderProg, 0, "position");
- _mesa_BindAttribLocation(mipmap->ShaderProg, 1, "texcoords");
- link_program_with_debug(ctx, mipmap->ShaderProg);
- sampler->shader_prog = mipmap->ShaderProg;
- ralloc_free(mem_ctx);
+ mipmap->ShaderProg = setup_shader_for_sampler(ctx, sampler);
}