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weston/libweston/renderer-gl/gl-shader-config-color-tran...

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/*
* Copyright 2021 Collabora, Ltd.
* 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.
*/
#include "config.h"
#include <GLES3/gl3.h>
#include <GLES2/gl2ext.h>
#include <assert.h>
#include <libweston/libweston.h>
#include "color.h"
#include "gl-renderer.h"
#include "gl-renderer-internal.h"
#include "shared/weston-egl-ext.h"
struct gl_renderer_color_curve {
enum gl_shader_color_curve type;
GLuint tex;
float scale;
float offset;
};
struct gl_renderer_color_mapping {
enum gl_shader_color_mapping type;
union {
struct {
GLuint tex3d;
float scale;
float offset;
} lut3d;
};
} ;
struct gl_renderer_color_transform {
struct weston_color_transform *owner;
struct wl_listener destroy_listener;
struct gl_renderer_color_curve pre_curve;
struct gl_renderer_color_mapping mapping;
};
static void
gl_renderer_color_curve_fini(struct gl_renderer_color_curve *gl_curve)
{
if (gl_curve->tex)
glDeleteTextures(1, &gl_curve->tex);
}
static void
gl_renderer_color_mapping_fini(struct gl_renderer_color_mapping *gl_mapping)
{
if (gl_mapping->type == SHADER_COLOR_MAPPING_3DLUT &&
gl_mapping->lut3d.tex3d)
glDeleteTextures(1, &gl_mapping->lut3d.tex3d);
}
static void
gl_renderer_color_transform_destroy(struct gl_renderer_color_transform *gl_xform)
{
gl_renderer_color_curve_fini(&gl_xform->pre_curve);
gl_renderer_color_mapping_fini(&gl_xform->mapping);
wl_list_remove(&gl_xform->destroy_listener.link);
free(gl_xform);
}
static void
color_transform_destroy_handler(struct wl_listener *l, void *data)
{
struct gl_renderer_color_transform *gl_xform;
gl_xform = wl_container_of(l, gl_xform, destroy_listener);
assert(gl_xform->owner == data);
gl_renderer_color_transform_destroy(gl_xform);
}
static struct gl_renderer_color_transform *
gl_renderer_color_transform_create(struct weston_color_transform *xform)
{
struct gl_renderer_color_transform *gl_xform;
gl_xform = zalloc(sizeof *gl_xform);
if (!gl_xform)
return NULL;
gl_xform->owner = xform;
gl_xform->destroy_listener.notify = color_transform_destroy_handler;
wl_signal_add(&xform->destroy_signal, &gl_xform->destroy_listener);
return gl_xform;
}
static struct gl_renderer_color_transform *
gl_renderer_color_transform_get(struct weston_color_transform *xform)
{
struct wl_listener *l;
l = wl_signal_get(&xform->destroy_signal,
color_transform_destroy_handler);
if (!l)
return NULL;
return container_of(l, struct gl_renderer_color_transform,
destroy_listener);
}
static bool
gl_color_curve_lut_3x1d(struct gl_renderer_color_curve *gl_curve,
const struct weston_color_curve *curve,
struct weston_color_transform *xform)
{
const unsigned lut_len = curve->u.lut_3x1d.optimal_len;
const unsigned nr_rows = 4;
GLuint tex;
float *lut;
/*
* Four rows, see fragment.glsl sample_color_pre_curve_lut_2d().
* The fourth row is unused in fragment.glsl color_pre_curve().
*/
lut = calloc(lut_len * nr_rows, sizeof *lut);
if (!lut)
return false;
curve->u.lut_3x1d.fill_in(xform, lut, lut_len);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, sizeof (float));
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, lut_len, nr_rows, 0,
GL_RED_EXT, GL_FLOAT, lut);
glBindTexture(GL_TEXTURE_2D, 0);
free(lut);
gl_curve->type = SHADER_COLOR_CURVE_LUT_3x1D;
gl_curve->tex = tex;
gl_curve->scale = (float)(lut_len - 1) / lut_len;
gl_curve->offset = 0.5f / lut_len;
return true;
}
static bool
gl_3d_lut(struct gl_renderer_color_transform *gl_xform,
struct weston_color_transform *xform)
{
GLuint tex3d;
float *lut;
const unsigned dim_size = xform->mapping.u.lut3d.optimal_len;
lut = calloc(3 * dim_size * dim_size * dim_size, sizeof *lut);
if (!lut)
return false;
xform->mapping.u.lut3d.fill_in(xform, lut, dim_size);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &tex3d);
glBindTexture(GL_TEXTURE_3D, tex3d);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB32F, dim_size, dim_size, dim_size, 0,
GL_RGB, GL_FLOAT, lut);
glBindTexture(GL_TEXTURE_3D, 0);
gl_xform->mapping.type = SHADER_COLOR_MAPPING_3DLUT;
gl_xform->mapping.lut3d.tex3d = tex3d;
gl_xform->mapping.lut3d.scale = (float)(dim_size - 1) / dim_size;
gl_xform->mapping.lut3d.offset = 0.5f / dim_size;
free(lut);
return true;
}
static const struct gl_renderer_color_transform *
gl_renderer_color_transform_from(struct weston_color_transform *xform)
{
static const struct gl_renderer_color_transform no_op_gl_xform = {
.pre_curve.type = SHADER_COLOR_CURVE_IDENTITY,
.pre_curve.tex = 0,
.pre_curve.scale = 0.0f,
.pre_curve.offset = 0.0f,
.mapping.type = SHADER_COLOR_MAPPING_IDENTITY,
};
struct gl_renderer_color_transform *gl_xform;
bool ok = false;
/* Identity transformation */
if (!xform)
return &no_op_gl_xform;
/* Cached transformation */
gl_xform = gl_renderer_color_transform_get(xform);
if (gl_xform)
return gl_xform;
/* New transformation */
gl_xform = gl_renderer_color_transform_create(xform);
if (!gl_xform)
return NULL;
switch (xform->pre_curve.type) {
case WESTON_COLOR_CURVE_TYPE_IDENTITY:
gl_xform->pre_curve = no_op_gl_xform.pre_curve;
ok = true;
break;
case WESTON_COLOR_CURVE_TYPE_LUT_3x1D:
ok = gl_color_curve_lut_3x1d(&gl_xform->pre_curve,
&xform->pre_curve, xform);
break;
}
if (!ok) {
gl_renderer_color_transform_destroy(gl_xform);
return NULL;
}
switch (xform->mapping.type) {
case WESTON_COLOR_MAPPING_TYPE_IDENTITY:
gl_xform->mapping = no_op_gl_xform.mapping;
ok = true;
break;
case WESTON_COLOR_MAPPING_TYPE_3D_LUT:
ok = gl_3d_lut(gl_xform, xform);
break;
}
if (!ok) {
gl_renderer_color_transform_destroy(gl_xform);
return NULL;
}
return gl_xform;
}
bool
gl_shader_config_set_color_transform(struct gl_shader_config *sconf,
struct weston_color_transform *xform)
{
const struct gl_renderer_color_transform *gl_xform;
bool ret = false;
gl_xform = gl_renderer_color_transform_from(xform);
if (!gl_xform)
return false;
sconf->req.color_pre_curve = gl_xform->pre_curve.type;
sconf->color_pre_curve_lut_tex = gl_xform->pre_curve.tex;
sconf->color_pre_curve_lut_scale_offset[0] = gl_xform->pre_curve.scale;
sconf->color_pre_curve_lut_scale_offset[1] = gl_xform->pre_curve.offset;
sconf->req.color_mapping = gl_xform->mapping.type;
switch (gl_xform->mapping.type) {
case SHADER_COLOR_MAPPING_3DLUT:
sconf->color_mapping.lut3d.tex = gl_xform->mapping.lut3d.tex3d;
sconf->color_mapping.lut3d.scale_offset[0] =
gl_xform->mapping.lut3d.scale;
sconf->color_mapping.lut3d.scale_offset[1] =
gl_xform->mapping.lut3d.offset;
assert(sconf->color_mapping.lut3d.scale_offset[0] > 0.0);
assert(sconf->color_mapping.lut3d.scale_offset[1] > 0.0);
ret = true;
break;
case SHADER_COLOR_MAPPING_IDENTITY:
ret = true;
break;
}
return ret;
}