From 84277cb7d325cdeade8ce75eb4154adb744626dc Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Wed, 2 Nov 2011 14:01:25 -0700 Subject: [PATCH] meta: Add support for glClear() to integer color buffers. This requires using a new fragment shader to get the integer color output, and a new vertex shader because #version has to match between the two. v2: Clarify that there's no need for BindFragDataLocation. Reviewed-by: Kenneth Graunke (v1) --- src/mesa/drivers/common/meta.c | 113 +++++++++++++++++++++++++++++++-- 1 file changed, 109 insertions(+), 4 deletions(-) diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 3e553341d18..8d589e4c3bd 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -182,7 +182,6 @@ struct save_state GLboolean Lighting; }; - /** * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc. * This is currently shared by all the meta ops. But we could create a @@ -221,6 +220,9 @@ struct clear_state GLuint VBO; GLuint ShaderProg; GLint ColorLocation; + + GLuint IntegerShaderProg; + GLint IntegerColorLocation; }; @@ -310,6 +312,67 @@ struct gl_meta_state struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */ }; +static GLuint +compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source) +{ + GLuint shader; + GLint ok, size; + GLchar *info; + + shader = _mesa_CreateShaderObjectARB(target); + _mesa_ShaderSourceARB(shader, 1, &source, NULL); + _mesa_CompileShaderARB(shader); + + _mesa_GetShaderiv(shader, GL_COMPILE_STATUS, &ok); + if (ok) + return shader; + + _mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size); + if (size == 0) + return 0; + + info = malloc(size); + if (!info) + return 0; + + _mesa_GetProgramInfoLog(shader, size, NULL, info); + _mesa_problem(ctx, + "meta program compile failed:\n%s\n" + "source:\n%s\n", + info, source); + + free(info); + + return 0; +} + +static GLuint +link_program_with_debug(struct gl_context *ctx, GLuint program) +{ + GLint ok, size; + GLchar *info; + + _mesa_LinkProgramARB(program); + + _mesa_GetProgramiv(program, GL_LINK_STATUS, &ok); + if (ok) + return program; + + _mesa_GetProgramiv(program, GL_INFO_LOG_LENGTH, &size); + if (size == 0) + return 0; + + info = malloc(size); + if (!info) + return 0; + + _mesa_GetProgramInfoLog(program, size, NULL, info); + _mesa_problem(ctx, "meta program link failed:\n%s", info); + + free(info); + + return 0; +} /** * Initialize meta-ops for a context. @@ -1646,6 +1709,22 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) "{\n" " gl_FragColor = color;\n" "}\n"; + const char *vs_int_source = + "#version 130\n" + "attribute vec4 position;\n" + "void main()\n" + "{\n" + " gl_Position = position;\n" + "}\n"; + const char *fs_int_source = + "#version 130\n" + "uniform ivec4 color;\n" + "out ivec4 out_color;\n" + "\n" + "void main()\n" + "{\n" + " out_color = color;\n" + "}\n"; GLuint vs, fs; if (clear->ArrayObj != 0) @@ -1679,6 +1758,26 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) clear->ColorLocation = _mesa_GetUniformLocationARB(clear->ShaderProg, "color"); + + if (ctx->Const.GLSLVersion >= 130) { + vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source); + fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source); + + clear->IntegerShaderProg = _mesa_CreateProgramObjectARB(); + _mesa_AttachShader(clear->IntegerShaderProg, fs); + _mesa_AttachShader(clear->IntegerShaderProg, vs); + _mesa_BindAttribLocationARB(clear->IntegerShaderProg, 0, "position"); + + /* Note that user-defined out attributes get automatically assigned + * locations starting from 0, so we don't need to explicitly + * BindFragDataLocation to 0. + */ + + link_program_with_debug(ctx, clear->IntegerShaderProg); + + clear->IntegerColorLocation = + _mesa_GetUniformLocationARB(clear->IntegerShaderProg, "color"); + } } /** @@ -1722,9 +1821,15 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) meta_glsl_clear_init(ctx, clear); - _mesa_UseProgramObjectARB(clear->ShaderProg); - _mesa_Uniform4fvARB(clear->ColorLocation, 1, - ctx->Color.ClearColor.f); + if (fb->_IntegerColor) { + _mesa_UseProgramObjectARB(clear->IntegerShaderProg); + _mesa_Uniform4ivARB(clear->IntegerColorLocation, 1, + ctx->Color.ClearColor.i); + } else { + _mesa_UseProgramObjectARB(clear->ShaderProg); + _mesa_Uniform4fvARB(clear->ColorLocation, 1, + ctx->Color.ClearColor.f); + } _mesa_BindVertexArray(clear->ArrayObj); _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, clear->VBO); -- 2.30.2