weston/libweston/renderer-gl/fragment.glsl

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/*
* Copyright 2012 Intel Corporation
* Copyright 2015,2019,2021 Collabora, Ltd.
* Copyright 2016 NVIDIA Corporation
*
* 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 (including the
* next paragraph) 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.
*/
/* GLSL version 1.00 ES, defined in gl-shaders.c */
/*
gl-renderer: Requirement based shader generation This patch modifies the shader generation code so that the shaders are stitched together based on the requirement instead of creating them during initialization. This is necessary for HDR use cases where each surface would have different properties based on which different de-gamma or tone mapping or gamma shaders are stitched together. v2: Use /* */ instead of // (Pekka) Move shader strings to gl-shaders.c file (Pekka) Remove Makefile.am changes (Pekka) Use a struct instead of uint32_t for storing requirements (Pekka) Clean up shader list on destroy (Pekka) Rename shader_release -> shader_destroy (Pekka) Move shader creation/deletion into gl-shaders.c (Pekka) Use create_shaders's multi string capbility instead of concatenating (Pekka) v3: Add length check when adding shader string (Pekka) Signed-off-by: Harish Krupo <harishkrupo@gmail.com> v4: Rebased, PROTECTION_MODE_ENFORCED converted. Dropped unnecessary { }. Ported setup_censor_overrides(). Split out moving code into gl-shaders.c. Changed to follow "gl-renderer: rewrite fragment shaders", no more shader source stitching. Added SHADER_VARIANT_XYUV. Const'fy function arguments. Added gl_shader_requirements_cmp() and moved the early return in use_gl_program(). Moved use_gl_program() before first use in file. Split solid shader requirements by use case: requirements_censor and requirements_triangle_fan. Simplified fragment_debug_binding() since no need to force anything. Ensure struct gl_shader_requirements has no padding. This allows us to use normal C syntax instead of memset() and memcpy() when initializing or assigning. See also: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2071 Make it also a bitfield to squeeze the size. v5: Move wl_list_insert() into gl_shader_create() (Daniel) Compare variant to explicit value. (Daniel) Change functions to gl_renderer_get_program, gl_renderer_use_program, and gl_renderer_use_program_with_view_uniforms. Use local variable instead of gr->current_shader. (Daniel) Simplified gl_renderer_get_program. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2019-04-18 19:15:48 +03:00
* Enumeration of shader variants, must match enum gl_shader_texture_variant.
*/
#define SHADER_VARIANT_RGBX 1
#define SHADER_VARIANT_RGBA 2
#define SHADER_VARIANT_Y_U_V 3
#define SHADER_VARIANT_Y_UV 4
#define SHADER_VARIANT_Y_XUXV 5
#define SHADER_VARIANT_XYUV 6
#define SHADER_VARIANT_SOLID 7
#define SHADER_VARIANT_EXTERNAL 8
#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
#extension GL_OES_EGL_image_external : require
#endif
precision mediump float;
/*
* These undeclared identifiers will be #defined by a runtime generated code
* snippet.
*/
const int c_variant = DEF_VARIANT;
const bool c_green_tint = DEF_GREEN_TINT;
vec4
yuva2rgba(vec4 yuva)
{
vec4 color_out;
float Y, su, sv;
Y = 1.16438356 * (yuva.x - 0.0625);
su = yuva.y - 0.5;
sv = yuva.z - 0.5;
color_out.r = Y + 1.59602678 * sv;
color_out.g = Y - 0.39176229 * su - 0.81296764 * sv;
color_out.b = Y + 2.01723214 * su;
color_out.rgb *= yuva.w;
color_out.a = yuva.w;
return color_out;
}
#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
uniform samplerExternalOES tex;
#else
uniform sampler2D tex;
#endif
varying vec2 v_texcoord;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform float alpha;
uniform vec4 unicolor;
vec4
sample_input_texture()
{
vec4 yuva = vec4(0.0, 0.0, 0.0, 1.0);
/* Producing RGBA directly */
if (c_variant == SHADER_VARIANT_SOLID)
return unicolor;
if (c_variant == SHADER_VARIANT_RGBA ||
c_variant == SHADER_VARIANT_EXTERNAL) {
return texture2D(tex, v_texcoord);
}
if (c_variant == SHADER_VARIANT_RGBX)
return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
/* Requires conversion to RGBA */
if (c_variant == SHADER_VARIANT_Y_U_V) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.y = texture2D(tex1, v_texcoord).x;
yuva.z = texture2D(tex2, v_texcoord).x;
} else if (c_variant == SHADER_VARIANT_Y_UV) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.yz = texture2D(tex1, v_texcoord).rg;
} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.yz = texture2D(tex1, v_texcoord).ga;
} else if (c_variant == SHADER_VARIANT_XYUV) {
yuva.xyz = texture2D(tex, v_texcoord).bgr;
} else {
/* Never reached, bad variant value. */
return vec4(1.0, 0.3, 1.0, 1.0);
}
return yuva2rgba(yuva);
}
void
main()
{
vec4 color;
/* Electrical (non-linear) RGBA values, pre-multiplied */
color = sample_input_texture();
/* View alpha (opacity) */
color *= alpha;
if (c_green_tint)
color = vec4(0.0, 0.3, 0.0, 0.2) + color * 0.8;
gl_FragColor = color;
}