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