The main goal of this patch is to improve the readability of how and what fragment shaders are generated. Instead of having C code that assembles each shader variant from literal string snippets, create one big fragment shader source that has everything in it. This relies on a GLSL compiler to optimize statically false conditions and unused uniforms away. Having all the fragment shader code in one file, uncluttered by C string literal syntax, improves readability significantly. A disadvantage is that the code is more verbose, but it allows comments much better. The actual shader code is kept unchanged except: - FRAGMENT_CONVERT_YUV macro is now a proper function - GLSL version is explicitly set to 1.00 ES - RGBA and EXTERNAL use the same path, the difference is how the sampler is declared Further shader code consolidation is possible, but is left for another time. 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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|
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/* GLSL version 1.00 ES, defined in gl-shaders.c */ |
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|
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/* |
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* Enumeration of shader variants. |
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*/ |
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#define SHADER_VARIANT_RGBX 1 |
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#define SHADER_VARIANT_RGBA 2 |
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#define SHADER_VARIANT_Y_U_V 3 |
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#define SHADER_VARIANT_Y_UV 4 |
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#define SHADER_VARIANT_Y_XUXV 5 |
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#define SHADER_VARIANT_XYUV 6 |
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#define SHADER_VARIANT_SOLID 7 |
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#define SHADER_VARIANT_EXTERNAL 8 |
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#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL |
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#extension GL_OES_EGL_image_external : require |
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#endif |
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precision mediump float; |
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|
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/* |
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* These undeclared identifiers will be #defined by a runtime generated code |
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* snippet. |
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*/ |
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const int c_variant = DEF_VARIANT; |
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const bool c_debug = DEF_DEBUG; |
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vec4 |
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yuva2rgba(float y, float u, float v, float a) |
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{ |
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vec4 color_out; |
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y *= a; |
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u *= a; |
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v *= a; |
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color_out.r = y + 1.59602678 * v; |
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color_out.g = y - 0.39176229 * u - 0.81296764 * v; |
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color_out.b = y + 2.01723214 * u; |
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color_out.a = a; |
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return color_out; |
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} |
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#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL |
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uniform samplerExternalOES tex; |
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#else |
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uniform sampler2D tex; |
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#endif |
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varying vec2 v_texcoord; |
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uniform sampler2D tex1; |
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uniform sampler2D tex2; |
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uniform float alpha; |
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uniform vec4 color; |
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void |
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main() |
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{ |
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float y, u, v; |
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if (c_variant == SHADER_VARIANT_RGBA || |
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c_variant == SHADER_VARIANT_EXTERNAL) { |
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gl_FragColor = alpha * texture2D(tex, v_texcoord); |
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} else if (c_variant == SHADER_VARIANT_RGBX) { |
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gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb; |
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gl_FragColor.a = alpha; |
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|
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} else if (c_variant == SHADER_VARIANT_Y_U_V) { |
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y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625); |
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u = texture2D(tex1, v_texcoord).x - 0.5; |
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v = texture2D(tex2, v_texcoord).x - 0.5; |
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gl_FragColor = yuva2rgba(y, u, v, alpha); |
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|
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} else if (c_variant == SHADER_VARIANT_Y_UV) { |
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y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625); |
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u = texture2D(tex1, v_texcoord).r - 0.5; |
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v = texture2D(tex1, v_texcoord).g - 0.5; |
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gl_FragColor = yuva2rgba(y, u, v, alpha); |
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|
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} else if (c_variant == SHADER_VARIANT_Y_XUXV) { |
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y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625); |
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u = texture2D(tex1, v_texcoord).g - 0.5; |
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v = texture2D(tex1, v_texcoord).a - 0.5; |
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gl_FragColor = yuva2rgba(y, u, v, alpha); |
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} else if (c_variant == SHADER_VARIANT_XYUV) { |
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y = 1.16438356 * (texture2D(tex, v_texcoord).b - 0.0625); |
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u = texture2D(tex, v_texcoord).g - 0.5; |
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v = texture2D(tex, v_texcoord).r - 0.5; |
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gl_FragColor = yuva2rgba(y, u, v, alpha); |
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} else if (c_variant == SHADER_VARIANT_SOLID) { |
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gl_FragColor = alpha * color; |
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} else { |
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/* Never reached, bad variant value. */ |
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gl_FragColor = vec4(1.0, 0.3, 1.0, 1.0); |
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} |
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if (c_debug) |
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gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8; |
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} |
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