meta: Refactor _mesa_meta_setup_blit_shader() to avoid duplicate shader code

Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Anuj Phogat
2014-05-19 11:47:46 -07:00
parent cdeb7004e0
commit bee2915210
+47 -52
View File
@@ -242,10 +242,30 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
GLenum target,
struct blit_shader_table *table)
{
const char *vs_source;
char *fs_source;
char *vs_source, *fs_source;
void *const mem_ctx = ralloc_context(NULL);
struct blit_shader *shader = choose_blit_shader(target, table);
const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
const char *fs_output_var, *fs_output_var_decl;
if (ctx->Const.GLSLVersion < 130) {
vs_preprocess = "";
vs_input = "attribute";
vs_output = "varying";
fs_preprocess = "#extension GL_EXT_texture_array : enable";
fs_input = "varying";
fs_output_var_decl = "";
fs_output_var = "gl_FragColor";
} else {
vs_preprocess = "#version 130";
vs_input = "in";
vs_output = "out";
fs_preprocess = "#version 130";
fs_input = "in";
fs_output_var_decl = "out vec4 out_color;";
fs_output_var = "out_color";
shader->func = "texture";
}
assert(shader != NULL);
@@ -254,57 +274,32 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
return;
}
if (ctx->Const.GLSLVersion < 130) {
vs_source =
"attribute vec2 position;\n"
"attribute vec4 textureCoords;\n"
"varying vec4 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"
"#extension GL_ARB_texture_cube_map_array: enable\n"
"uniform %s texSampler;\n"
"varying vec4 texCoords;\n"
"void main()\n"
"{\n"
" gl_FragColor = %s(texSampler, %s);\n"
" gl_FragDepth = gl_FragColor.x;\n"
"}\n",
shader->type,
shader->func, shader->texcoords);
}
else {
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"in vec2 position;\n"
"in vec4 textureCoords;\n"
"out vec4 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,
"#version 130\n"
"#extension GL_ARB_texture_cube_map_array: enable\n"
"uniform %s texSampler;\n"
"in vec4 texCoords;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
" out_color = texture(texSampler, %s);\n"
" gl_FragDepth = out_color.x;\n"
"}\n",
shader->type,
shader->texcoords);
}
vs_source = ralloc_asprintf(mem_ctx,
"%s\n"
"%s vec2 position;\n"
"%s vec4 textureCoords;\n"
"%s vec4 texCoords;\n"
"void main()\n"
"{\n"
" texCoords = textureCoords;\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
"}\n",
vs_preprocess, vs_input, vs_input, vs_output);
fs_source = ralloc_asprintf(mem_ctx,
"%s\n"
"#extension GL_ARB_texture_cube_map_array: enable\n"
"uniform %s texSampler;\n"
"%s vec4 texCoords;\n"
"%s\n"
"void main()\n"
"{\n"
" vec4 color = %s(texSampler, %s);\n"
" %s = color;\n"
" gl_FragDepth = color.x;\n"
"}\n",
fs_preprocess, shader->type, fs_input, fs_output_var_decl,
shader->func, shader->texcoords, fs_output_var);
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
ralloc_asprintf(mem_ctx, "%s blit",