This makes weston_color_transform object be able to express
three-channel one-dimensional look-up table transformations. They are
useful for applying EOTF and EOTF^-1 mapping, or, gamma curves. They
will also be useful in optimizing a following 3D LUT tap distribution
once support for 3D LUT is added.
The code added here translates from the lut_3x1d fill_in() interface to
a GL texture to be used with SHADER_COLOR_CURVE_LUT_3x1D for
weston_surfaces.
It demonstrates how renderer data is attached to weston_color_transform
and cached.
GL_OES_texture_float_linear is required to be able to use bilinear
texture filtering with 32-bit floating-point textures, used for the LUT.
As the size of the LUT depends on what implements it, lut_3x1d fill_in()
interface is a callback to the color management component to ask for an
arbitrary size. For GL-renderer this is not important as it can easily
realize any LUT size, but when DRM-backend wants to offload the EOTF^-1
mapping to KMS (GAMMA_LUT), the LUT size comes from KMS.
Nothing actually implements lut_3x1d fill_in() yet, that will come in a
later patch.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
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>
This patch adds the tooling for incorporating files as C data, so that
files can be built into the binaries. The tool is in Python to avoid
adding extra dependencies like xxd.
xxd.py is copied from Mesa as-is, from commit
b729cd58d76f97f3fc04a67569535ee5ef2f5278 (master branch on 2021-01-26),
a.k.a 21.0-branchpoint-635-gb729cd58d76.
Moving the GLSL vertex shader into a separate file is not that
interesting, the purpose of this commit is to provide a simple
demonstration of the tooling. The real benefits come in a following
patch where the fragment shaders are re-written and externalized.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
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>
In the future libweston will stop providing it for its users, since it's not
part of libweston API.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
We have two kinds of libweston users: internal and external. Weston, the
frontend, counts as an external user, and should not have access to libweston
private headers. The shell plugins are external users as well, because we
intend people to be able to write them. Renderers, backends, and some plugins
are internal users who will need access to private headers.
Create two different Meson dependency objects, one for each kind.
This makes it less likely to accidentally use a private header.
Screen-share is a Weston plugin and therefore counts as an external user, but
it needs the backend API to deliver input. Until we are comfortable exposing
public API for that purpose, let it use internal headers.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Define common_inc which includes both public_inc and the project root directory.
The project root directory will allow access to config.h and all the shared/
headers.
Replacing all custom '.', '..', '../..', '../shared' etc. include paths with
common_inc reduces clutter in the target definitions and enforces the common
#include directive style, as e.g. including shared/ headers without the
subdirectory name no longer works.
Unfortunately this does not prevent one from using private libweston headers
with the usual include pattern for public headers.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Start a new source file for EGL glue stuff, for the EGL platform Weston runs
on. gl-renderer.c is getting too long, and I want to add even more boring code
(config pretty-printing etc.).
This pure code move, no changes.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
GL-renderer is expected to grow more files, both by addition and by splitting.
Moving them into a new subdirectory helps people to understand which files are
relevant.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>