gl-renderer: rewrite fragment shaders
The main goal of this patch is to improve the readability of how and what fragment shaders are generated. Instead of having C code that assembles each shader variant from literal string snippets, create one big fragment shader source that has everything in it. This relies on a GLSL compiler to optimize statically false conditions and unused uniforms away. Having all the fragment shader code in one file, uncluttered by C string literal syntax, improves readability significantly. A disadvantage is that the code is more verbose, but it allows comments much better. The actual shader code is kept unchanged except: - FRAGMENT_CONVERT_YUV macro is now a proper function - GLSL version is explicitly set to 1.00 ES - RGBA and EXTERNAL use the same path, the difference is how the sampler is declared Further shader code consolidation is possible, but is left for another time. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
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130
libweston/renderer-gl/fragment.glsl
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130
libweston/renderer-gl/fragment.glsl
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/*
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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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/* GLSL version 1.00 ES, defined in gl-shaders.c */
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/*
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* Enumeration of shader variants.
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*/
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#define SHADER_VARIANT_RGBX 1
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#define SHADER_VARIANT_RGBA 2
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#define SHADER_VARIANT_Y_U_V 3
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#define SHADER_VARIANT_Y_UV 4
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#define SHADER_VARIANT_Y_XUXV 5
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#define SHADER_VARIANT_XYUV 6
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#define SHADER_VARIANT_SOLID 7
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#define SHADER_VARIANT_EXTERNAL 8
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#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
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#extension GL_OES_EGL_image_external : require
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#endif
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precision mediump float;
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/*
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* These undeclared identifiers will be #defined by a runtime generated code
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* snippet.
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*/
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const int c_variant = DEF_VARIANT;
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const bool c_debug = DEF_DEBUG;
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vec4
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yuva2rgba(float y, float u, float v, float a)
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{
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vec4 color_out;
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y *= a;
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u *= a;
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v *= a;
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color_out.r = y + 1.59602678 * v;
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color_out.g = y - 0.39176229 * u - 0.81296764 * v;
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color_out.b = y + 2.01723214 * u;
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color_out.a = a;
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return color_out;
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}
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#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
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uniform samplerExternalOES tex;
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#else
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uniform sampler2D tex;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform float alpha;
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uniform vec4 color;
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void
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main()
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{
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float y, u, v;
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if (c_variant == SHADER_VARIANT_RGBA ||
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c_variant == SHADER_VARIANT_EXTERNAL) {
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gl_FragColor = alpha * texture2D(tex, v_texcoord);
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} else if (c_variant == SHADER_VARIANT_RGBX) {
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gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;
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gl_FragColor.a = alpha;
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} else if (c_variant == SHADER_VARIANT_Y_U_V) {
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y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);
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u = texture2D(tex1, v_texcoord).x - 0.5;
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v = texture2D(tex2, v_texcoord).x - 0.5;
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gl_FragColor = yuva2rgba(y, u, v, alpha);
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} else if (c_variant == SHADER_VARIANT_Y_UV) {
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y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);
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u = texture2D(tex1, v_texcoord).r - 0.5;
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v = texture2D(tex1, v_texcoord).g - 0.5;
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gl_FragColor = yuva2rgba(y, u, v, alpha);
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} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
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y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);
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u = texture2D(tex1, v_texcoord).g - 0.5;
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v = texture2D(tex1, v_texcoord).a - 0.5;
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gl_FragColor = yuva2rgba(y, u, v, alpha);
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} else if (c_variant == SHADER_VARIANT_XYUV) {
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y = 1.16438356 * (texture2D(tex, v_texcoord).b - 0.0625);
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u = texture2D(tex, v_texcoord).g - 0.5;
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v = texture2D(tex, v_texcoord).r - 0.5;
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gl_FragColor = yuva2rgba(y, u, v, alpha);
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} else if (c_variant == SHADER_VARIANT_SOLID) {
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gl_FragColor = alpha * color;
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} else {
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/* Never reached, bad variant value. */
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gl_FragColor = vec4(1.0, 0.3, 1.0, 1.0);
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}
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if (c_debug)
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gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8;
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}
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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 const char fragment_shader[]; fragment.glsl */
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#include "fragment-shader.h"
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static int
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compile_shader(GLenum type, int count, const char **sources)
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@ -166,31 +60,40 @@ compile_shader(GLenum type, int count, const char **sources)
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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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const char *vertex_source, const char *fragment_variant)
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{
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static const char fragment_shader_attrs_fmt[] =
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"#define DEF_DEBUG %s\n"
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"#define DEF_VARIANT %s\n"
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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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int ret;
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const char *sources[3];
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char *attrs;
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const char *def_debug;
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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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if (renderer->fragment_shader_debug)
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def_debug = "true";
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else
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def_debug = "false";
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shader->fragment_shader =
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compile_shader(GL_FRAGMENT_SHADER, count, sources);
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ret = asprintf(&attrs, fragment_shader_attrs_fmt,
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def_debug, fragment_variant);
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if (ret < 0)
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return -1;
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sources[0] = "#version 100\n";
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sources[1] = attrs;
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sources[2] = fragment_shader;
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shader->fragment_shader = compile_shader(GL_FRAGMENT_SHADER,
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3, sources);
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free(attrs);
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if (shader->fragment_shader == GL_NONE)
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return -1;
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@ -236,31 +139,28 @@ compile_shaders(struct weston_compositor *ec)
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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_rgba.fragment_source = "SHADER_VARIANT_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_rgbx.fragment_source = "SHADER_VARIANT_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_egl_external.fragment_source = "SHADER_VARIANT_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_uv.fragment_source = "SHADER_VARIANT_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_u_v.fragment_source = "SHADER_VARIANT_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_y_xuxv.fragment_source = "SHADER_VARIANT_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->texture_shader_xyuv.fragment_source = "SHADER_VARIANT_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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gr->solid_shader.fragment_source = "SHADER_VARIANT_SOLID";
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return 0;
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}
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output: 'vertex-shader.h',
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)
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fragment_glsl = custom_target(
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'fragment-shader.h',
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command: cmd_xxd + [ '-n', 'fragment_shader' ],
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input: 'fragment.glsl',
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output: 'fragment-shader.h',
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)
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srcs_renderer_gl = [
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'egl-glue.c',
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fragment_glsl,
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'gl-renderer.c',
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'gl-shaders.c',
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linux_dmabuf_unstable_v1_protocol_c,
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