>From section 4.4.7 (Layered Framebuffers) of the GLSL 3.2 spec: When the Clear or ClearBuffer* commands are used to clear a layered framebuffer attachment, all layers of the attachment are cleared.
This patch fixes meta clears to properly clear all layers of a layered framebuffer attachment. We accomplish this by adding a geometry shader to the meta clear program which sets gl_Layer to a uniform value. When clearing a layered framebuffer, we execute in a loop, setting the uniform to point to each layer in turn. Cc: "10.0" <mesa-sta...@lists.freedesktop.org> --- src/mesa/drivers/common/meta.c | 51 +++++++++++++++++++++++++++++++++++++++--- 1 file changed, 48 insertions(+), 3 deletions(-) diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 99b02ba..a6d5098 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -241,9 +241,11 @@ struct clear_state GLuint VBO; GLuint ShaderProg; GLint ColorLocation; + GLint LayerLocation; GLuint IntegerShaderProg; GLint IntegerColorLocation; + GLint IntegerLayerLocation; }; @@ -2145,6 +2147,19 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) "{\n" " gl_Position = position;\n" "}\n"; + const char *gs_source = + "#version 150\n" + "layout(triangles) in;\n" + "layout(triangle_strip, max_vertices = 4) out;\n" + "uniform int layer;\n" + "void main()\n" + "{\n" + " for (int i = 0; i < 3; i++) {\n" + " gl_Layer = layer;\n" + " gl_Position = gl_in[i].gl_Position;\n" + " EmitVertex();\n" + " }\n" + "}\n"; const char *fs_source = "#ifdef GL_ES\n" "precision highp float;\n" @@ -2154,7 +2169,7 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) "{\n" " gl_FragColor = color;\n" "}\n"; - GLuint vs, fs; + GLuint vs, gs = 0, fs; bool has_integer_textures; if (clear->ArrayObj != 0) @@ -2176,6 +2191,12 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) _mesa_ShaderSource(vs, 1, &vs_source, NULL); _mesa_CompileShader(vs); + if (_mesa_has_geometry_shaders(ctx)) { + gs = _mesa_CreateShaderObjectARB(GL_GEOMETRY_SHADER); + _mesa_ShaderSource(gs, 1, &gs_source, NULL); + _mesa_CompileShader(gs); + } + fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER); _mesa_ShaderSource(fs, 1, &fs_source, NULL); _mesa_CompileShader(fs); @@ -2183,6 +2204,8 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) clear->ShaderProg = _mesa_CreateProgramObjectARB(); _mesa_AttachShader(clear->ShaderProg, fs); _mesa_DeleteObjectARB(fs); + if (gs != 0) + _mesa_AttachShader(clear->ShaderProg, gs); _mesa_AttachShader(clear->ShaderProg, vs); _mesa_DeleteObjectARB(vs); _mesa_BindAttribLocation(clear->ShaderProg, 0, "position"); @@ -2190,6 +2213,10 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color"); + if (gs != 0) { + clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg, + "layer"); + } has_integer_textures = _mesa_is_gles3(ctx) || (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130); @@ -2227,6 +2254,8 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) clear->IntegerShaderProg = _mesa_CreateProgramObjectARB(); _mesa_AttachShader(clear->IntegerShaderProg, fs); _mesa_DeleteObjectARB(fs); + if (gs != 0) + _mesa_AttachShader(clear->IntegerShaderProg, gs); _mesa_AttachShader(clear->IntegerShaderProg, vs); _mesa_DeleteObjectARB(vs); _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position"); @@ -2240,7 +2269,13 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) clear->IntegerColorLocation = _mesa_GetUniformLocation(clear->IntegerShaderProg, "color"); + if (gs != 0) { + clear->IntegerLayerLocation = + _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer"); + } } + if (gs != 0) + _mesa_DeleteObjectARB(gs); } static void @@ -2371,8 +2406,18 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); - /* draw quad */ - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + /* draw quad(s) */ + if (fb->Layered) { + for (unsigned layer = 0; layer < fb->NumLayers; layer++) { + if (fb->_IntegerColor) + _mesa_Uniform1i(clear->IntegerLayerLocation, layer); + else + _mesa_Uniform1i(clear->LayerLocation, layer); + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + } else { + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + } _mesa_meta_end(ctx); } -- 1.8.4.2 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev