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/*
* Copyright 2012 Intel Corporation
* Copyright 2015,2019,2021 Collabora, Ltd.
* Copyright 2016 NVIDIA Corporation
* Copyright 2021 Advanced Micro Devices, Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/* GLSL version 1.00 ES, defined in gl-shaders.c */
/* For annotating shader compile-time constant arguments */
#define compile_const const
/*
gl-renderer: Requirement based shader generation This patch modifies the shader generation code so that the shaders are stitched together based on the requirement instead of creating them during initialization. This is necessary for HDR use cases where each surface would have different properties based on which different de-gamma or tone mapping or gamma shaders are stitched together. v2: Use /* */ instead of // (Pekka) Move shader strings to gl-shaders.c file (Pekka) Remove Makefile.am changes (Pekka) Use a struct instead of uint32_t for storing requirements (Pekka) Clean up shader list on destroy (Pekka) Rename shader_release -> shader_destroy (Pekka) Move shader creation/deletion into gl-shaders.c (Pekka) Use create_shaders's multi string capbility instead of concatenating (Pekka) v3: Add length check when adding shader string (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v4: Rebased, PROTECTION_MODE_ENFORCED converted. Dropped unnecessary { }. Ported setup_censor_overrides(). Split out moving code into gl-shaders.c. Changed to follow "gl-renderer: rewrite fragment shaders", no more shader source stitching. Added SHADER_VARIANT_XYUV. Const'fy function arguments. Added gl_shader_requirements_cmp() and moved the early return in use_gl_program(). Moved use_gl_program() before first use in file. Split solid shader requirements by use case: requirements_censor and requirements_triangle_fan. Simplified fragment_debug_binding() since no need to force anything. Ensure struct gl_shader_requirements has no padding. This allows us to use normal C syntax instead of memset() and memcpy() when initializing or assigning. See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2071 Make it also a bitfield to squeeze the size. v5: Move wl_list_insert() into gl_shader_create() (Daniel) Compare variant to explicit value. (Daniel) Change functions to gl_renderer_get_program, gl_renderer_use_program, and gl_renderer_use_program_with_view_uniforms. Use local variable instead of gr->current_shader. (Daniel) Simplified gl_renderer_get_program. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
6 years ago
* Enumeration of shader variants, must match enum gl_shader_texture_variant.
*/
#define SHADER_VARIANT_RGBX 1
#define SHADER_VARIANT_RGBA 2
#define SHADER_VARIANT_Y_U_V 3
#define SHADER_VARIANT_Y_UV 4
#define SHADER_VARIANT_Y_XUXV 5
#define SHADER_VARIANT_XYUV 6
#define SHADER_VARIANT_SOLID 7
#define SHADER_VARIANT_EXTERNAL 8
/* enum gl_shader_color_curve */
#define SHADER_COLOR_CURVE_IDENTITY 0
#define SHADER_COLOR_CURVE_LUT_3x1D 1
/* enum gl_shader_color_mapping */
#define SHADER_COLOR_MAPPING_IDENTITY 0
#define SHADER_COLOR_MAPPING_3DLUT 1
#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
#extension GL_OES_EGL_image_external : require
#endif
#if DEF_COLOR_MAPPING == SHADER_COLOR_MAPPING_3DLUT
#extension GL_OES_texture_3D : require
#endif
#ifdef GL_FRAGMENT_PRECISION_HIGH
#define HIGHPRECISION highp
#else
#define HIGHPRECISION mediump
#endif
precision HIGHPRECISION float;
/*
* These undeclared identifiers will be #defined by a runtime generated code
* snippet.
*/
compile_const int c_variant = DEF_VARIANT;
compile_const bool c_input_is_premult = DEF_INPUT_IS_PREMULT;
compile_const bool c_green_tint = DEF_GREEN_TINT;
compile_const int c_color_pre_curve = DEF_COLOR_PRE_CURVE;
compile_const int c_color_mapping = DEF_COLOR_MAPPING;
compile_const bool c_need_color_pipeline =
c_color_pre_curve != SHADER_COLOR_CURVE_IDENTITY ||
c_color_mapping != SHADER_COLOR_MAPPING_IDENTITY;
vec4
yuva2rgba(vec4 yuva)
{
vec4 color_out;
float Y, su, sv;
/* ITU-R BT.601 & BT.709 quantization (limited range) */
/* Y = 255/219 * (x - 16/256) */
Y = 1.16438356 * (yuva.x - 0.0625);
/* Remove offset 128/256, but the 255/224 multiplier comes later */
su = yuva.y - 0.5;
sv = yuva.z - 0.5;
/*
* ITU-R BT.601 encoding coefficients (inverse), with the
* 255/224 limited range multiplier already included in the
* factors for su (Cb) and sv (Cr).
*/
color_out.r = Y + 1.59602678 * sv;
color_out.g = Y - 0.39176229 * su - 0.81296764 * sv;
color_out.b = Y + 2.01723214 * su;
color_out.a = yuva.w;
return color_out;
}
#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
uniform samplerExternalOES tex;
#else
uniform sampler2D tex;
#endif
varying vec2 v_texcoord;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform float view_alpha;
uniform vec4 unicolor;
uniform HIGHPRECISION sampler2D color_pre_curve_lut_2d;
uniform HIGHPRECISION vec2 color_pre_curve_lut_scale_offset;
#if DEF_COLOR_MAPPING == SHADER_COLOR_MAPPING_3DLUT
uniform HIGHPRECISION sampler3D color_mapping_lut_3d;
uniform HIGHPRECISION vec2 color_mapping_lut_scale_offset;
#endif
vec4
sample_input_texture()
{
vec4 yuva = vec4(0.0, 0.0, 0.0, 1.0);
/* Producing RGBA directly */
if (c_variant == SHADER_VARIANT_SOLID)
return unicolor;
if (c_variant == SHADER_VARIANT_RGBA ||
c_variant == SHADER_VARIANT_EXTERNAL) {
return texture2D(tex, v_texcoord);
}
if (c_variant == SHADER_VARIANT_RGBX)
return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
/* Requires conversion to RGBA */
if (c_variant == SHADER_VARIANT_Y_U_V) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.y = texture2D(tex1, v_texcoord).x;
yuva.z = texture2D(tex2, v_texcoord).x;
} else if (c_variant == SHADER_VARIANT_Y_UV) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.yz = texture2D(tex1, v_texcoord).rg;
} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.yz = texture2D(tex1, v_texcoord).ga;
} else if (c_variant == SHADER_VARIANT_XYUV) {
yuva.xyz = texture2D(tex, v_texcoord).bgr;
} else {
/* Never reached, bad variant value. */
return vec4(1.0, 0.3, 1.0, 1.0);
}
return yuva2rgba(yuva);
}
/*
* Texture coordinates go from 0.0 to 1.0 corresponding to texture edges.
* When we do LUT look-ups with linear filtering, the correct range to sample
* from is not from edge to edge, but center of first texel to center of last
* texel. This follows because with LUTs, you have the exact end points given,
* you never extrapolate but only interpolate.
* The scale and offset are precomputed to achieve this mapping.
*/
float
lut_texcoord(float x, vec2 scale_offset)
{
return x * scale_offset.s + scale_offset.t;
}
vec3
lut_texcoord(vec3 pos, vec2 scale_offset)
{
return pos * scale_offset.s + scale_offset.t;
}
/*
* Sample a 1D LUT which is a single row of a 2D texture. The 2D texture has
* four rows so that the centers of texels have precise y-coordinates.
*/
float
sample_color_pre_curve_lut_2d(float x, compile_const int row)
{
float tx = lut_texcoord(x, color_pre_curve_lut_scale_offset);
return texture2D(color_pre_curve_lut_2d,
vec2(tx, (float(row) + 0.5) / 4.0)).x;
}
vec3
color_pre_curve(vec3 color)
{
vec3 ret;
if (c_color_pre_curve == SHADER_COLOR_CURVE_IDENTITY) {
return color;
} else if (c_color_pre_curve == SHADER_COLOR_CURVE_LUT_3x1D) {
ret.r = sample_color_pre_curve_lut_2d(color.r, 0);
ret.g = sample_color_pre_curve_lut_2d(color.g, 1);
ret.b = sample_color_pre_curve_lut_2d(color.b, 2);
return ret;
} else {
/* Never reached, bad c_color_pre_curve. */
return vec3(1.0, 0.3, 1.0);
}
}
vec3
sample_color_mapping_lut_3d(vec3 color)
{
vec3 pos, ret = vec3(0.0, 0.0, 0.0);
#if DEF_COLOR_MAPPING == SHADER_COLOR_MAPPING_3DLUT
pos = lut_texcoord(color, color_mapping_lut_scale_offset);
ret = texture3D(color_mapping_lut_3d, pos).rgb;
#endif
return ret;
}
vec3
color_mapping(vec3 color)
{
if (c_color_mapping == SHADER_COLOR_MAPPING_IDENTITY)
return color;
else if (c_color_mapping == SHADER_COLOR_MAPPING_3DLUT)
return sample_color_mapping_lut_3d(color);
else /* Never reached, bad c_color_mapping. */
return vec3(1.0, 0.3, 1.0);
}
vec4
color_pipeline(vec4 color)
{
/* Ensure straight alpha */
if (c_input_is_premult) {
if (color.a == 0.0)
color.rgb = vec3(0, 0, 0);
else
color.rgb *= 1.0 / color.a;
}
color.rgb = color_pre_curve(color.rgb);
color.rgb = color_mapping(color.rgb);
return color;
}
void
main()
{
vec4 color;
/* Electrical (non-linear) RGBA values, may be premult or not */
color = sample_input_texture();
if (c_need_color_pipeline)
color = color_pipeline(color); /* Produces straight alpha */
/* Ensure pre-multiplied for blending */
if (!c_input_is_premult || c_need_color_pipeline)
color.rgb *= color.a;
color *= view_alpha;
if (c_green_tint)
color = vec4(0.0, 0.3, 0.0, 0.2) + color * 0.8;
gl_FragColor = color;
}