/************************************************************************** * * Copyright (C) 2014 Red Hat 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 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. * **************************************************************************/ #ifndef VREND_BLITTER_H #define VREND_BLITTER_H #include "util/os_misc.h" #include "util/macros.h" /* shaders for blitting */ #define FS_HEADER_GL \ "#version 130\n" \ "// Blitter\n" \ "%s" \ #define FS_HEADER_GLES \ "#version 310 es\n" \ "// Blitter\n" \ "%s" \ "precision mediump float;\n" \ #define FS_HEADER_GLES_MS_ARRAY \ "#version 310 es\n" \ "// Blitter\n" \ "#extension GL_OES_texture_storage_multisample_2d_array: require\n" \ "%s" \ "precision mediump float;\n" \ #define HEADER_GL \ "#version 130\n" \ "// Blitter\n" \ #define HEADER_GLES \ "#version 310 es\n" \ "// Blitter\n" \ "precision mediump float;\n" \ #define HEADER_GLES_MS_ARRAY \ "#version 310 es\n" \ "// Blitter\n" \ "#extension GL_OES_texture_storage_multisample_2d_array: require\n" \ "precision mediump float;\n" \ #define VS_PASSTHROUGH_BODY \ "in vec4 arg0;\n" \ "in vec4 arg1;\n" \ "out vec4 tc;\n" \ "void main() {\n" \ " gl_Position = arg0;\n" \ " tc = arg1;\n" \ "}\n" #define VS_PASSTHROUGH_GL HEADER_GL VS_PASSTHROUGH_BODY #define VS_PASSTHROUGH_GLES HEADER_GLES VS_PASSTHROUGH_BODY #define FS_TEXFETCH_COL_BODY \ "#define cvec4 %s\n" \ "uniform mediump %csampler%s samp;\n" \ "in vec4 tc;\n" \ "out cvec4 FragColor;\n" \ "void main() {\n" \ " cvec4 texel = texture(samp, tc%s);\n" \ " FragColor = cvec4(%s);\n" \ "}\n" #define FS_TEXFETCH_COL_GLES_1D_BODY \ "#define cvec4 %s\n" \ "uniform mediump %csampler%s samp;\n" \ "in vec4 tc;\n" \ "out cvec4 FragColor;\n" \ "void main() {\n" \ " cvec4 texel = texture(samp, vec2(tc%s, 0.5));\n" \ " FragColor = cvec4(%s);\n" \ "}\n" #define FS_TEXFETCH_COL_GL FS_HEADER_GL FS_TEXFETCH_COL_BODY #define FS_TEXFETCH_COL_GLES FS_HEADER_GLES FS_TEXFETCH_COL_BODY #define FS_TEXFETCH_COL_GLES_1D FS_HEADER_GLES FS_TEXFETCH_COL_GLES_1D_BODY #define FS_TEXFETCH_COL_MSAA_BODY \ "#define cvec4 %s\n" \ "uniform mediump %csampler%s samp;\n" \ "in vec4 tc;\n" \ "out cvec4 FragColor;\n" \ "void main() {\n" \ " const int num_samples = %d;\n" \ " cvec4 texel = cvec4(0);\n" \ " for (int i = 0; i < num_samples; ++i) \n" \ " texel += texelFetch(samp, %s(tc%s), i);\n" \ " texel = texel / cvec4(num_samples);\n" \ " FragColor = cvec4(%s);\n" \ "}\n" #define FS_TEXFETCH_COL_MSAA_GL FS_HEADER_GL FS_TEXFETCH_COL_MSAA_BODY #define FS_TEXFETCH_COL_MSAA_GLES FS_HEADER_GLES FS_TEXFETCH_COL_MSAA_BODY #define FS_TEXFETCH_COL_MSAA_ARRAY_GLES FS_HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY #define FS_TEXFETCH_DS_BODY \ "uniform mediump sampler%s samp;\n" \ "in vec4 tc;\n" \ "void main() {\n" \ " gl_FragDepth = float(texture(samp, tc%s).x);\n" \ "}\n" #define FS_TEXFETCH_DS_GL HEADER_GL FS_TEXFETCH_DS_BODY #define FS_TEXFETCH_DS_GLES HEADER_GLES FS_TEXFETCH_DS_BODY #define FS_TEXFETCH_DS_MSAA_BODY \ "#extension GL_ARB_texture_multisample : enable\n" \ "uniform sampler%s samp;\n" \ "in vec4 tc;\n" \ "void main() {\n" \ " gl_FragDepth = float(texelFetch(samp, %s(tc%s), int(tc.z)).x);\n" \ "}\n" #define FS_TEXFETCH_DS_MSAA_BODY_GLES \ "uniform mediump sampler%s samp;\n" \ "in vec4 tc;\n" \ "void main() {\n" \ " gl_FragDepth = float(texelFetch(samp, %s(tc%s), int(tc.z)).x);\n" \ "}\n" struct vrend_context; struct vrend_resource; struct vrend_blit_info; #define FS_TEXFETCH_DS_MSAA_GL HEADER_GL FS_TEXFETCH_DS_MSAA_BODY #define FS_TEXFETCH_DS_MSAA_GLES HEADER_GLES FS_TEXFETCH_DS_MSAA_BODY_GLES #define FS_TEXFETCH_DS_MSAA_ARRAY_GLES HEADER_GLES_MS_ARRAY FS_TEXFETCH_DS_MSAA_BODY_GLES /* implement blitting using OpenGL. */ void vrend_renderer_blit_gl(ASSERTED struct vrend_context *ctx, struct vrend_resource *src_res, struct vrend_resource *dst_res, const struct vrend_blit_info *info); void vrend_blitter_fini(void); #endif