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virglrenderer/src/vrend_blitter.h

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/**************************************************************************
*
* 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), 0).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), 0).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