コード例 #1
0
ファイル: program_resource.c プロジェクト: xranby/mesa
GLint GLAPIENTRY
_mesa_GetProgramResourceLocation(GLuint program, GLenum programInterface,
                                 const GLchar *name)
{
   GET_CURRENT_CONTEXT(ctx);

   if (MESA_VERBOSE & VERBOSE_API) {
      _mesa_debug(ctx, "glGetProgramResourceLocation(%u, %s, %s)\n",
                  program, _mesa_enum_to_string(programInterface), name);
   }

   struct gl_shader_program *shProg =
      lookup_linked_program(program, "glGetProgramResourceLocation");

   if (!shProg || !name)
      return -1;

   /* Validate programInterface. */
   switch (programInterface) {
   case GL_UNIFORM:
   case GL_PROGRAM_INPUT:
   case GL_PROGRAM_OUTPUT:
      break;

   case GL_VERTEX_SUBROUTINE_UNIFORM:
   case GL_FRAGMENT_SUBROUTINE_UNIFORM:
      if (!_mesa_has_shader_subroutine(ctx))
         goto fail;
      break;
   case GL_GEOMETRY_SUBROUTINE_UNIFORM:
      if (!_mesa_has_geometry_shaders(ctx) || !_mesa_has_shader_subroutine(ctx))
         goto fail;
      break;
   case GL_COMPUTE_SUBROUTINE_UNIFORM:
      if (!_mesa_has_compute_shaders(ctx) || !_mesa_has_shader_subroutine(ctx))
         goto fail;
      break;
   case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
   case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
      if (!_mesa_has_tessellation(ctx) || !_mesa_has_shader_subroutine(ctx))
         goto fail;
      break;
   default:
         goto fail;
   }

   return _mesa_program_resource_location(shProg, programInterface, name);
fail:
   _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramResourceLocation(%s %s)",
               _mesa_enum_to_string(programInterface), name);
   return -1;
}
コード例 #2
0
ファイル: brw_meta_fast_clear.c プロジェクト: gqmelo/mesa
static void
brw_bind_rep_write_shader(struct brw_context *brw, float *color)
{
   const char *vs_source =
      "#extension GL_AMD_vertex_shader_layer : enable\n"
      "#extension GL_ARB_draw_instanced : enable\n"
      "#extension GL_ARB_explicit_attrib_location : enable\n"
      "layout(location = 0) in vec4 position;\n"
      "uniform int layer;\n"
      "void main()\n"
      "{\n"
      "#ifdef GL_AMD_vertex_shader_layer\n"
      "   gl_Layer = gl_InstanceID;\n"
      "#endif\n"
      "   gl_Position = position;\n"
      "}\n";
   const char *fs_source =
      "uniform vec4 color;\n"
      "void main()\n"
      "{\n"
      "   gl_FragColor = color;\n"
      "}\n";

   struct brw_fast_clear_state *clear = brw->fast_clear_state;
   struct gl_context *ctx = &brw->ctx;

   if (clear->shader_prog) {
      _mesa_meta_use_program(ctx, clear->shader_prog);
      _mesa_Uniform4fv(clear->color_location, 1, color);
      return;
   }

   _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
                                       "meta repclear",
                                       &clear->shader_prog);

   clear->color_location =
      _mesa_program_resource_location(clear->shader_prog, GL_UNIFORM, "color");

   _mesa_meta_use_program(ctx, clear->shader_prog);
   _mesa_Uniform4fv(clear->color_location, 1, color);
}
コード例 #3
0
GLint GLAPIENTRY
_mesa_GetProgramResourceLocation(GLuint program, GLenum programInterface,
                                 const GLchar *name)
{
   GET_CURRENT_CONTEXT(ctx);
   struct gl_shader_program *shProg =
      lookup_linked_program(program, "glGetProgramResourceLocation");

   if (!shProg || !name || invalid_array_element_syntax(name))
      return -1;

   /* Validate programInterface. */
   switch (programInterface) {
   case GL_UNIFORM:
   case GL_PROGRAM_INPUT:
   case GL_PROGRAM_OUTPUT:
      break;

   /* For reference valid cases requiring additional extension support:
    * GL_ARB_shader_subroutine
    * GL_ARB_tessellation_shader
    * GL_ARB_compute_shader
    */
   case GL_VERTEX_SUBROUTINE_UNIFORM:
   case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
   case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
   case GL_GEOMETRY_SUBROUTINE_UNIFORM:
   case GL_FRAGMENT_SUBROUTINE_UNIFORM:
   case GL_COMPUTE_SUBROUTINE_UNIFORM:

   default:
      _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramResourceLocation(%s %s)",
                  _mesa_lookup_enum_by_nr(programInterface), name);
   }

   return _mesa_program_resource_location(shProg, programInterface, name);
}
コード例 #4
0
ファイル: meta_blit.c プロジェクト: BNieuwenhuizen/mesa
static void
setup_glsl_msaa_blit_scaled_shader(struct gl_context *ctx,
                                   struct blit_state *blit,
                                   struct gl_renderbuffer *src_rb,
                                   GLenum target, GLenum filter)
{
   GLint loc_src_width, loc_src_height;
   int i, samples;
   int shader_offset = 0;
   void *mem_ctx = ralloc_context(NULL);
   char *fs_source;
   char *name, *sample_number;
   const uint8_t *sample_map;
   char *sample_map_str = rzalloc_size(mem_ctx, 1);
   char *sample_map_expr = rzalloc_size(mem_ctx, 1);
   char *texel_fetch_macro = rzalloc_size(mem_ctx, 1);
   const char *sampler_array_suffix = "";
   float x_scale, y_scale;
   enum blit_msaa_shader shader_index;

   assert(src_rb);
   samples = MAX2(src_rb->NumSamples, 1);

   if (samples == 16)
      x_scale = 4.0;
   else
      x_scale = 2.0;
   y_scale = samples / x_scale;

   /* We expect only power of 2 samples in source multisample buffer. */
   assert(samples > 0 && _mesa_is_pow_two(samples));
   while (samples >> (shader_offset + 1)) {
      shader_offset++;
   }
   /* Update the assert if we plan to support more than 16X MSAA. */
   assert(shader_offset > 0 && shader_offset <= 4);

   assert(target == GL_TEXTURE_2D_MULTISAMPLE ||
          target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);

   shader_index = BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE +
                  shader_offset - 1;

   if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
      shader_index += BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_SCALED_RESOLVE -
                      BLIT_2X_MSAA_SHADER_2D_MULTISAMPLE_SCALED_RESOLVE;
      sampler_array_suffix = "Array";
   }

   if (blit->msaa_shaders[shader_index]) {
      _mesa_meta_use_program(ctx, blit->msaa_shaders[shader_index]);
      /* Update the uniform values. */
      loc_src_width =
         _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
      loc_src_height =
         _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
      _mesa_Uniform1f(loc_src_width, src_rb->Width);
      _mesa_Uniform1f(loc_src_height, src_rb->Height);
      return;
   }

   name = ralloc_asprintf(mem_ctx, "vec4 MSAA scaled resolve");

   /* Below switch is used to setup the shader expression, which computes
    * sample index and map it to to a sample number on hardware.
    */
   switch(samples) {
   case 2:
      sample_number =  "sample_map[int(2 * fract(coord.x))]";
      sample_map = ctx->Const.SampleMap2x;
      break;
   case 4:
      sample_number =  "sample_map[int(2 * fract(coord.x) + 4 * fract(coord.y))]";
      sample_map = ctx->Const.SampleMap4x;
      break;
   case 8:
      sample_number =  "sample_map[int(2 * fract(coord.x) + 8 * fract(coord.y))]";
      sample_map = ctx->Const.SampleMap8x;
      break;
   case 16:
      sample_number =  "sample_map[int(4 * fract(coord.x) + 16 * fract(coord.y))]";
      sample_map = ctx->Const.SampleMap16x;
      break;
   default:
      sample_number = NULL;
      sample_map = NULL;
      _mesa_problem(ctx, "Unsupported sample count %d\n", samples);
      unreachable("Unsupported sample count");
   }

   /* Create sample map string. */
   for (i = 0 ; i < samples - 1; i++) {
      ralloc_asprintf_append(&sample_map_str, "%d, ", sample_map[i]);
   }
   ralloc_asprintf_append(&sample_map_str, "%d", sample_map[samples - 1]);

   /* Create sample map expression using above string. */
   ralloc_asprintf_append(&sample_map_expr,
                          "   const int sample_map[%d] = int[%d](%s);\n",
                          samples, samples, sample_map_str);

   if (target == GL_TEXTURE_2D_MULTISAMPLE) {
      ralloc_asprintf_append(&texel_fetch_macro,
                             "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec2(coord), %s);\n",
                             sample_number);
   } else {
      ralloc_asprintf_append(&texel_fetch_macro,
                             "#define TEXEL_FETCH(coord) texelFetch(texSampler, ivec3(coord, layer), %s);\n",
                             sample_number);
   }

   static const char vs_source[] =
                               "#version 130\n"
                               "#extension GL_ARB_explicit_attrib_location: enable\n"
                               "layout(location = 0) in vec2 position;\n"
                               "layout(location = 1) in vec3 textureCoords;\n"
                               "out vec2 texCoords;\n"
                               "flat out int layer;\n"
                               "void main()\n"
                               "{\n"
                               "   texCoords = textureCoords.xy;\n"
                               "   layer = int(textureCoords.z);\n"
                               "   gl_Position = vec4(position, 0.0, 1.0);\n"
                               "}\n"
      ;

   fs_source = ralloc_asprintf(mem_ctx,
                               "#version 130\n"
                               "#extension GL_ARB_texture_multisample : enable\n"
                               "uniform sampler2DMS%s texSampler;\n"
                               "uniform float src_width, src_height;\n"
                               "in vec2 texCoords;\n"
                               "flat in int layer;\n"
                               "out vec4 out_color;\n"
                               "\n"
                               "void main()\n"
                               "{\n"
                               "%s"
                               "   vec2 interp;\n"
                               "   const vec2 scale = vec2(%ff, %ff);\n"
                               "   const vec2 scale_inv = vec2(%ff, %ff);\n"
                               "   const vec2 s_0_offset = vec2(%ff, %ff);\n"
                               "   vec2 s_0_coord, s_1_coord, s_2_coord, s_3_coord;\n"
                               "   vec4 s_0_color, s_1_color, s_2_color, s_3_color;\n"
                               "   vec4 x_0_color, x_1_color;\n"
                               "   vec2 tex_coord = texCoords - s_0_offset;\n"
                               "\n"
                               "   tex_coord *= scale;\n"
                               "   tex_coord.x = clamp(tex_coord.x, 0.0f, scale.x * src_width - 1.0f);\n"
                               "   tex_coord.y = clamp(tex_coord.y, 0.0f, scale.y * src_height - 1.0f);\n"
                               "   interp = fract(tex_coord);\n"
                               "   tex_coord = ivec2(tex_coord) * scale_inv;\n"
                               "\n"
                               "   /* Compute the sample coordinates used for filtering. */\n"
                               "   s_0_coord = tex_coord;\n"
                               "   s_1_coord = tex_coord + vec2(scale_inv.x, 0.0f);\n"
                               "   s_2_coord = tex_coord + vec2(0.0f, scale_inv.y);\n"
                               "   s_3_coord = tex_coord + vec2(scale_inv.x, scale_inv.y);\n"
                               "\n"
                               "   /* Fetch sample color values. */\n"
                               "%s"
                               "   s_0_color = TEXEL_FETCH(s_0_coord)\n"
                               "   s_1_color = TEXEL_FETCH(s_1_coord)\n"
                               "   s_2_color = TEXEL_FETCH(s_2_coord)\n"
                               "   s_3_color = TEXEL_FETCH(s_3_coord)\n"
                               "#undef TEXEL_FETCH\n"
                               "\n"
                               "   /* Do bilinear filtering on sample colors. */\n"
                               "   x_0_color =  mix(s_0_color, s_1_color, interp.x);\n"
                               "   x_1_color =  mix(s_2_color, s_3_color, interp.x);\n"
                               "   out_color = mix(x_0_color, x_1_color, interp.y);\n"
                               "}\n",
                               sampler_array_suffix,
                               sample_map_expr,
                               x_scale, y_scale,
                               1.0f / x_scale, 1.0f / y_scale,
                               0.5f / x_scale, 0.5f / y_scale,
                               texel_fetch_macro);

   _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
                                       &blit->msaa_shaders[shader_index]);
   loc_src_width =
      _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_width");
   loc_src_height =
      _mesa_program_resource_location(blit->msaa_shaders[shader_index], GL_UNIFORM, "src_height");
   _mesa_Uniform1f(loc_src_width, src_rb->Width);
   _mesa_Uniform1f(loc_src_height, src_rb->Height);

   ralloc_free(mem_ctx);
}