This is purely moving code as is with no changes other than making the three functions non-static. Originally this was part of "gl-renderer: Requirement based shader generation" by Harish Krupo, but that patch made also big changes to the code at the same time. Patches are easier to review when code movement is separate from behavioral changes, therefore I introduced this patch. Cc: Harish Krupo <harishkrupo@gmail.com> Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>dev
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/*
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* Copyright 2012 Intel Corporation |
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* Copyright 2015,2019 Collabora, Ltd. |
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* Copyright 2016 NVIDIA Corporation |
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* |
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* Permission is hereby granted, free of charge, to any person obtaining |
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* a copy of this software and associated documentation files (the |
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* "Software"), to deal in the Software without restriction, including |
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* without limitation the rights to use, copy, modify, merge, publish, |
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* distribute, sublicense, and/or sell copies of the Software, and to |
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* permit persons to whom the Software is furnished to do so, subject to |
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* the following conditions: |
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* |
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* The above copyright notice and this permission notice (including the |
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* next paragraph) shall be included in all copies or substantial |
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* portions of the Software. |
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* |
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS |
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN |
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
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* SOFTWARE. |
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*/ |
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#include "config.h" |
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#include <GLES2/gl2.h> |
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#include "gl-renderer.h" |
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#include "gl-renderer-internal.h" |
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static const char vertex_shader[] = |
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"uniform mat4 proj;\n" |
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"attribute vec2 position;\n" |
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"attribute vec2 texcoord;\n" |
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"varying vec2 v_texcoord;\n" |
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"void main()\n" |
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"{\n" |
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" gl_Position = proj * vec4(position, 0.0, 1.0);\n" |
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" v_texcoord = texcoord;\n" |
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"}\n"; |
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/* Declare common fragment shader uniforms */ |
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#define FRAGMENT_CONVERT_YUV \ |
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" y *= alpha;\n" \
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" u *= alpha;\n" \
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" v *= alpha;\n" \
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" gl_FragColor.r = y + 1.59602678 * v;\n" \
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" gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n" \
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" gl_FragColor.b = y + 2.01723214 * u;\n" \
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" gl_FragColor.a = alpha;\n" |
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static const char fragment_debug[] = |
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" gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8;\n"; |
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static const char fragment_brace[] = |
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"}\n"; |
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static const char texture_fragment_shader_rgba[] = |
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"precision mediump float;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform sampler2D tex;\n" |
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"uniform float alpha;\n" |
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"void main()\n" |
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"{\n" |
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" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;" |
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; |
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static const char texture_fragment_shader_rgbx[] = |
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"precision mediump float;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform sampler2D tex;\n" |
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"uniform float alpha;\n" |
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"void main()\n" |
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"{\n" |
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;" |
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" gl_FragColor.a = alpha;\n" |
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; |
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static const char texture_fragment_shader_egl_external[] = |
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"#extension GL_OES_EGL_image_external : require\n" |
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"precision mediump float;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform samplerExternalOES tex;\n" |
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"uniform float alpha;\n" |
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"void main()\n" |
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"{\n" |
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" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;" |
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; |
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static const char texture_fragment_shader_y_uv[] = |
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"precision mediump float;\n" |
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"uniform sampler2D tex;\n" |
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"uniform sampler2D tex1;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform float alpha;\n" |
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"void main() {\n" |
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" |
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" float u = texture2D(tex1, v_texcoord).r - 0.5;\n" |
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" float v = texture2D(tex1, v_texcoord).g - 0.5;\n" |
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FRAGMENT_CONVERT_YUV |
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; |
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static const char texture_fragment_shader_y_u_v[] = |
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"precision mediump float;\n" |
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"uniform sampler2D tex;\n" |
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"uniform sampler2D tex1;\n" |
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"uniform sampler2D tex2;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform float alpha;\n" |
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"void main() {\n" |
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" |
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" float u = texture2D(tex1, v_texcoord).x - 0.5;\n" |
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" float v = texture2D(tex2, v_texcoord).x - 0.5;\n" |
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FRAGMENT_CONVERT_YUV |
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; |
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static const char texture_fragment_shader_y_xuxv[] = |
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"precision mediump float;\n" |
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"uniform sampler2D tex;\n" |
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"uniform sampler2D tex1;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform float alpha;\n" |
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"void main() {\n" |
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n" |
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" float u = texture2D(tex1, v_texcoord).g - 0.5;\n" |
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" float v = texture2D(tex1, v_texcoord).a - 0.5;\n" |
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FRAGMENT_CONVERT_YUV |
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; |
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static const char texture_fragment_shader_xyuv[] = |
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"precision mediump float;\n" |
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"uniform sampler2D tex;\n" |
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"varying vec2 v_texcoord;\n" |
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"uniform float alpha;\n" |
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"void main() {\n" |
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).b - 0.0625);\n" |
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" float u = texture2D(tex, v_texcoord).g - 0.5;\n" |
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" float v = texture2D(tex, v_texcoord).r - 0.5;\n" |
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FRAGMENT_CONVERT_YUV |
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; |
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static const char solid_fragment_shader[] = |
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"precision mediump float;\n" |
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"uniform vec4 color;\n" |
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"uniform float alpha;\n" |
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"void main()\n" |
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"{\n" |
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" gl_FragColor = alpha * color\n;" |
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; |
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static int |
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compile_shader(GLenum type, int count, const char **sources) |
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{ |
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GLuint s; |
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char msg[512]; |
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GLint status; |
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s = glCreateShader(type); |
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glShaderSource(s, count, sources, NULL); |
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glCompileShader(s); |
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glGetShaderiv(s, GL_COMPILE_STATUS, &status); |
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if (!status) { |
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glGetShaderInfoLog(s, sizeof msg, NULL, msg); |
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weston_log("shader info: %s\n", msg); |
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return GL_NONE; |
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} |
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return s; |
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} |
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int |
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shader_init(struct gl_shader *shader, struct gl_renderer *renderer, |
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const char *vertex_source, const char *fragment_source) |
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{ |
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char msg[512]; |
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GLint status; |
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int count; |
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const char *sources[3]; |
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shader->vertex_shader = |
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compile_shader(GL_VERTEX_SHADER, 1, &vertex_source); |
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if (shader->vertex_shader == GL_NONE) |
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return -1; |
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if (renderer->fragment_shader_debug) { |
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sources[0] = fragment_source; |
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sources[1] = fragment_debug; |
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sources[2] = fragment_brace; |
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count = 3; |
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} else { |
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sources[0] = fragment_source; |
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sources[1] = fragment_brace; |
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count = 2; |
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} |
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shader->fragment_shader = |
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compile_shader(GL_FRAGMENT_SHADER, count, sources); |
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if (shader->fragment_shader == GL_NONE) |
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return -1; |
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shader->program = glCreateProgram(); |
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glAttachShader(shader->program, shader->vertex_shader); |
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glAttachShader(shader->program, shader->fragment_shader); |
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glBindAttribLocation(shader->program, 0, "position"); |
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glBindAttribLocation(shader->program, 1, "texcoord"); |
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glLinkProgram(shader->program); |
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glGetProgramiv(shader->program, GL_LINK_STATUS, &status); |
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if (!status) { |
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glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg); |
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weston_log("link info: %s\n", msg); |
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return -1; |
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} |
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj"); |
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shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex"); |
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shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1"); |
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shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2"); |
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shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha"); |
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shader->color_uniform = glGetUniformLocation(shader->program, "color"); |
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return 0; |
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} |
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void |
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shader_release(struct gl_shader *shader) |
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{ |
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glDeleteShader(shader->vertex_shader); |
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glDeleteShader(shader->fragment_shader); |
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glDeleteProgram(shader->program); |
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shader->vertex_shader = 0; |
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shader->fragment_shader = 0; |
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shader->program = 0; |
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} |
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int |
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compile_shaders(struct weston_compositor *ec) |
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{ |
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struct gl_renderer *gr = get_renderer(ec); |
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gr->texture_shader_rgba.vertex_source = vertex_shader; |
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gr->texture_shader_rgba.fragment_source = texture_fragment_shader_rgba; |
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gr->texture_shader_rgbx.vertex_source = vertex_shader; |
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gr->texture_shader_rgbx.fragment_source = texture_fragment_shader_rgbx; |
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gr->texture_shader_egl_external.vertex_source = vertex_shader; |
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gr->texture_shader_egl_external.fragment_source = |
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texture_fragment_shader_egl_external; |
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gr->texture_shader_y_uv.vertex_source = vertex_shader; |
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gr->texture_shader_y_uv.fragment_source = texture_fragment_shader_y_uv; |
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gr->texture_shader_y_u_v.vertex_source = vertex_shader; |
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gr->texture_shader_y_u_v.fragment_source = |
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texture_fragment_shader_y_u_v; |
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gr->texture_shader_y_xuxv.vertex_source = vertex_shader; |
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gr->texture_shader_y_xuxv.fragment_source = |
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texture_fragment_shader_y_xuxv; |
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gr->texture_shader_xyuv.vertex_source = vertex_shader; |
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gr->texture_shader_xyuv.fragment_source = texture_fragment_shader_xyuv; |
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gr->solid_shader.vertex_source = vertex_shader; |
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gr->solid_shader.fragment_source = solid_fragment_shader; |
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return 0; |
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} |
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