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160 lines
7.0 KiB
160 lines
7.0 KiB
/**************************************************************************
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*
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* Copyright (C) 2014 Red Hat Inc.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#ifndef VREND_BLITTER_H
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#define VREND_BLITTER_H
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#include "util/os_misc.h"
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#include "util/macros.h"
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/* shaders for blitting */
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#define FS_HEADER_GL \
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"#version 130\n" \
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"// Blitter\n" \
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"%s" \
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#define FS_HEADER_GLES \
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"#version 310 es\n" \
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"// Blitter\n" \
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"%s" \
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"precision mediump float;\n" \
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#define FS_HEADER_GLES_MS_ARRAY \
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"#version 310 es\n" \
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"// Blitter\n" \
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"#extension GL_OES_texture_storage_multisample_2d_array: require\n" \
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"%s" \
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"precision mediump float;\n" \
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#define HEADER_GL \
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"#version 130\n" \
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"// Blitter\n" \
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#define HEADER_GLES \
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"#version 310 es\n" \
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"// Blitter\n" \
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"precision mediump float;\n" \
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#define HEADER_GLES_MS_ARRAY \
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"#version 310 es\n" \
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"// Blitter\n" \
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"#extension GL_OES_texture_storage_multisample_2d_array: require\n" \
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"precision mediump float;\n" \
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#define VS_PASSTHROUGH_BODY \
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"in vec4 arg0;\n" \
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"in vec4 arg1;\n" \
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"out vec4 tc;\n" \
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"void main() {\n" \
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" gl_Position = arg0;\n" \
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" tc = arg1;\n" \
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"}\n"
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#define VS_PASSTHROUGH_GL HEADER_GL VS_PASSTHROUGH_BODY
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#define VS_PASSTHROUGH_GLES HEADER_GLES VS_PASSTHROUGH_BODY
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#define FS_TEXFETCH_COL_BODY \
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"#define cvec4 %s\n" \
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"uniform mediump %csampler%s samp;\n" \
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"in vec4 tc;\n" \
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"out cvec4 FragColor;\n" \
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"void main() {\n" \
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" cvec4 texel = texture(samp, tc%s);\n" \
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" FragColor = cvec4(%s);\n" \
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"}\n"
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#define FS_TEXFETCH_COL_GLES_1D_BODY \
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"#define cvec4 %s\n" \
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"uniform mediump %csampler%s samp;\n" \
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"in vec4 tc;\n" \
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"out cvec4 FragColor;\n" \
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"void main() {\n" \
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" cvec4 texel = texture(samp, vec2(tc%s, 0.5));\n" \
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" FragColor = cvec4(%s);\n" \
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"}\n"
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#define FS_TEXFETCH_COL_GL FS_HEADER_GL FS_TEXFETCH_COL_BODY
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#define FS_TEXFETCH_COL_GLES FS_HEADER_GLES FS_TEXFETCH_COL_BODY
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#define FS_TEXFETCH_COL_GLES_1D FS_HEADER_GLES FS_TEXFETCH_COL_GLES_1D_BODY
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#define FS_TEXFETCH_COL_MSAA_BODY \
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"#define cvec4 %s\n" \
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"uniform mediump %csampler%s samp;\n" \
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"in vec4 tc;\n" \
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"out cvec4 FragColor;\n" \
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"void main() {\n" \
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" const int num_samples = %d;\n" \
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" cvec4 texel = cvec4(0);\n" \
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" for (int i = 0; i < num_samples; ++i) \n" \
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" texel += texelFetch(samp, %s(tc%s), i);\n" \
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" texel = texel / cvec4(num_samples);\n" \
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" FragColor = cvec4(%s);\n" \
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"}\n"
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#define FS_TEXFETCH_COL_MSAA_GL FS_HEADER_GL FS_TEXFETCH_COL_MSAA_BODY
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#define FS_TEXFETCH_COL_MSAA_GLES FS_HEADER_GLES FS_TEXFETCH_COL_MSAA_BODY
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#define FS_TEXFETCH_COL_MSAA_ARRAY_GLES FS_HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY
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#define FS_TEXFETCH_DS_BODY \
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"uniform mediump sampler%s samp;\n" \
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"in vec4 tc;\n" \
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"void main() {\n" \
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" gl_FragDepth = float(texture(samp, tc%s).x);\n" \
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"}\n"
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#define FS_TEXFETCH_DS_GL HEADER_GL FS_TEXFETCH_DS_BODY
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#define FS_TEXFETCH_DS_GLES HEADER_GLES FS_TEXFETCH_DS_BODY
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#define FS_TEXFETCH_DS_MSAA_BODY \
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"#extension GL_ARB_texture_multisample : enable\n" \
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"uniform sampler%s samp;\n" \
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"in vec4 tc;\n" \
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"void main() {\n" \
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" gl_FragDepth = float(texelFetch(samp, %s(tc%s), 0).x);\n" \
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"}\n"
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#define FS_TEXFETCH_DS_MSAA_BODY_GLES \
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"uniform mediump sampler%s samp;\n" \
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"in vec4 tc;\n" \
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"void main() {\n" \
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" gl_FragDepth = float(texelFetch(samp, %s(tc%s), 0).x);\n" \
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"}\n"
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struct vrend_context;
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struct vrend_resource;
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struct vrend_blit_info;
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#define FS_TEXFETCH_DS_MSAA_GL HEADER_GL FS_TEXFETCH_DS_MSAA_BODY
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#define FS_TEXFETCH_DS_MSAA_GLES HEADER_GLES FS_TEXFETCH_DS_MSAA_BODY_GLES
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#define FS_TEXFETCH_DS_MSAA_ARRAY_GLES HEADER_GLES_MS_ARRAY FS_TEXFETCH_DS_MSAA_BODY_GLES
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/* implement blitting using OpenGL. */
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void vrend_renderer_blit_gl(ASSERTED struct vrend_context *ctx,
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struct vrend_resource *src_res,
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struct vrend_resource *dst_res,
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const struct vrend_blit_info *info);
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void vrend_blitter_fini(void);
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#endif
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