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266 lines
7.9 KiB
266 lines
7.9 KiB
/*
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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[]; vertex.glsl */
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#include "vertex-shader.h"
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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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