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>
This commit is contained in:
Pekka Paalanen 2020-11-25 15:47:10 +02:00
parent d913363394
commit 477bdc85c9
3 changed files with 171 additions and 133 deletions

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@ -0,0 +1,130 @@
/*
* Copyright 2012 Intel Corporation
* Copyright 2015,2019 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 */
/*
* Enumeration of shader variants.
*/
#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_debug = DEF_DEBUG;
vec4
yuva2rgba(float y, float u, float v, float a)
{
vec4 color_out;
y *= a;
u *= a;
v *= a;
color_out.r = y + 1.59602678 * v;
color_out.g = y - 0.39176229 * u - 0.81296764 * v;
color_out.b = y + 2.01723214 * u;
color_out.a = a;
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 color;
void
main()
{
float y, u, v;
if (c_variant == SHADER_VARIANT_RGBA ||
c_variant == SHADER_VARIANT_EXTERNAL) {
gl_FragColor = alpha * texture2D(tex, v_texcoord);
} else if (c_variant == SHADER_VARIANT_RGBX) {
gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;
gl_FragColor.a = alpha;
} else if (c_variant == SHADER_VARIANT_Y_U_V) {
y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);
u = texture2D(tex1, v_texcoord).x - 0.5;
v = texture2D(tex2, v_texcoord).x - 0.5;
gl_FragColor = yuva2rgba(y, u, v, alpha);
} else if (c_variant == SHADER_VARIANT_Y_UV) {
y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);
u = texture2D(tex1, v_texcoord).r - 0.5;
v = texture2D(tex1, v_texcoord).g - 0.5;
gl_FragColor = yuva2rgba(y, u, v, alpha);
} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);
u = texture2D(tex1, v_texcoord).g - 0.5;
v = texture2D(tex1, v_texcoord).a - 0.5;
gl_FragColor = yuva2rgba(y, u, v, alpha);
} else if (c_variant == SHADER_VARIANT_XYUV) {
y = 1.16438356 * (texture2D(tex, v_texcoord).b - 0.0625);
u = texture2D(tex, v_texcoord).g - 0.5;
v = texture2D(tex, v_texcoord).r - 0.5;
gl_FragColor = yuva2rgba(y, u, v, alpha);
} else if (c_variant == SHADER_VARIANT_SOLID) {
gl_FragColor = alpha * color;
} else {
/* Never reached, bad variant value. */
gl_FragColor = vec4(1.0, 0.3, 1.0, 1.0);
}
if (c_debug)
gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8;
}

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@ -35,114 +35,8 @@
/* static const char vertex_shader[]; vertex.glsl */
#include "vertex-shader.h"
/* Declare common fragment shader uniforms */
#define FRAGMENT_CONVERT_YUV \
" y *= alpha;\n" \
" u *= alpha;\n" \
" v *= alpha;\n" \
" gl_FragColor.r = y + 1.59602678 * v;\n" \
" gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n" \
" gl_FragColor.b = y + 2.01723214 * u;\n" \
" gl_FragColor.a = alpha;\n"
static const char fragment_debug[] =
" gl_FragColor = vec4(0.0, 0.3, 0.0, 0.2) + gl_FragColor * 0.8;\n";
static const char fragment_brace[] =
"}\n";
static const char texture_fragment_shader_rgba[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
;
static const char texture_fragment_shader_rgbx[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb\n;"
" gl_FragColor.a = alpha;\n"
;
static const char texture_fragment_shader_egl_external[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform samplerExternalOES tex;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" gl_FragColor = alpha * texture2D(tex, v_texcoord)\n;"
;
static const char texture_fragment_shader_y_uv[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex1;\n"
"varying vec2 v_texcoord;\n"
"uniform float alpha;\n"
"void main() {\n"
" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
" float u = texture2D(tex1, v_texcoord).r - 0.5;\n"
" float v = texture2D(tex1, v_texcoord).g - 0.5;\n"
FRAGMENT_CONVERT_YUV
;
static const char texture_fragment_shader_y_u_v[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex1;\n"
"uniform sampler2D tex2;\n"
"varying vec2 v_texcoord;\n"
"uniform float alpha;\n"
"void main() {\n"
" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
" float u = texture2D(tex1, v_texcoord).x - 0.5;\n"
" float v = texture2D(tex2, v_texcoord).x - 0.5;\n"
FRAGMENT_CONVERT_YUV
;
static const char texture_fragment_shader_y_xuxv[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex1;\n"
"varying vec2 v_texcoord;\n"
"uniform float alpha;\n"
"void main() {\n"
" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
" float u = texture2D(tex1, v_texcoord).g - 0.5;\n"
" float v = texture2D(tex1, v_texcoord).a - 0.5;\n"
FRAGMENT_CONVERT_YUV
;
static const char texture_fragment_shader_xyuv[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"varying vec2 v_texcoord;\n"
"uniform float alpha;\n"
"void main() {\n"
" float y = 1.16438356 * (texture2D(tex, v_texcoord).b - 0.0625);\n"
" float u = texture2D(tex, v_texcoord).g - 0.5;\n"
" float v = texture2D(tex, v_texcoord).r - 0.5;\n"
FRAGMENT_CONVERT_YUV
;
static const char solid_fragment_shader[] =
"precision mediump float;\n"
"uniform vec4 color;\n"
"uniform float alpha;\n"
"void main()\n"
"{\n"
" gl_FragColor = alpha * color\n;"
;
/* static const char fragment_shader[]; fragment.glsl */
#include "fragment-shader.h"
static int
compile_shader(GLenum type, int count, const char **sources)
@ -166,31 +60,40 @@ compile_shader(GLenum type, int count, const char **sources)
int
shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
const char *vertex_source, const char *fragment_source)
const char *vertex_source, const char *fragment_variant)
{
static const char fragment_shader_attrs_fmt[] =
"#define DEF_DEBUG %s\n"
"#define DEF_VARIANT %s\n"
;
char msg[512];
GLint status;
int count;
int ret;
const char *sources[3];
char *attrs;
const char *def_debug;
shader->vertex_shader =
compile_shader(GL_VERTEX_SHADER, 1, &vertex_source);
if (shader->vertex_shader == GL_NONE)
return -1;
if (renderer->fragment_shader_debug) {
sources[0] = fragment_source;
sources[1] = fragment_debug;
sources[2] = fragment_brace;
count = 3;
} else {
sources[0] = fragment_source;
sources[1] = fragment_brace;
count = 2;
}
if (renderer->fragment_shader_debug)
def_debug = "true";
else
def_debug = "false";
shader->fragment_shader =
compile_shader(GL_FRAGMENT_SHADER, count, sources);
ret = asprintf(&attrs, fragment_shader_attrs_fmt,
def_debug, fragment_variant);
if (ret < 0)
return -1;
sources[0] = "#version 100\n";
sources[1] = attrs;
sources[2] = fragment_shader;
shader->fragment_shader = compile_shader(GL_FRAGMENT_SHADER,
3, sources);
free(attrs);
if (shader->fragment_shader == GL_NONE)
return -1;
@ -236,31 +139,28 @@ compile_shaders(struct weston_compositor *ec)
struct gl_renderer *gr = get_renderer(ec);
gr->texture_shader_rgba.vertex_source = vertex_shader;
gr->texture_shader_rgba.fragment_source = texture_fragment_shader_rgba;
gr->texture_shader_rgba.fragment_source = "SHADER_VARIANT_RGBA";
gr->texture_shader_rgbx.vertex_source = vertex_shader;
gr->texture_shader_rgbx.fragment_source = texture_fragment_shader_rgbx;
gr->texture_shader_rgbx.fragment_source = "SHADER_VARIANT_RGBX";
gr->texture_shader_egl_external.vertex_source = vertex_shader;
gr->texture_shader_egl_external.fragment_source =
texture_fragment_shader_egl_external;
gr->texture_shader_egl_external.fragment_source = "SHADER_VARIANT_EXTERNAL";
gr->texture_shader_y_uv.vertex_source = vertex_shader;
gr->texture_shader_y_uv.fragment_source = texture_fragment_shader_y_uv;
gr->texture_shader_y_uv.fragment_source = "SHADER_VARIANT_Y_UV";
gr->texture_shader_y_u_v.vertex_source = vertex_shader;
gr->texture_shader_y_u_v.fragment_source =
texture_fragment_shader_y_u_v;
gr->texture_shader_y_u_v.fragment_source = "SHADER_VARIANT_Y_U_V";
gr->texture_shader_y_xuxv.vertex_source = vertex_shader;
gr->texture_shader_y_xuxv.fragment_source =
texture_fragment_shader_y_xuxv;
gr->texture_shader_y_xuxv.fragment_source = "SHADER_VARIANT_Y_XUXV";
gr->texture_shader_xyuv.vertex_source = vertex_shader;
gr->texture_shader_xyuv.fragment_source = texture_fragment_shader_xyuv;
gr->texture_shader_xyuv.fragment_source = "SHADER_VARIANT_XYUV";
gr->solid_shader.vertex_source = vertex_shader;
gr->solid_shader.fragment_source = solid_fragment_shader;
gr->solid_shader.fragment_source = "SHADER_VARIANT_SOLID";
return 0;
}

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@ -11,8 +11,16 @@ vertex_glsl = custom_target(
output: 'vertex-shader.h',
)
fragment_glsl = custom_target(
'fragment-shader.h',
command: cmd_xxd + [ '-n', 'fragment_shader' ],
input: 'fragment.glsl',
output: 'fragment-shader.h',
)
srcs_renderer_gl = [
'egl-glue.c',
fragment_glsl,
'gl-renderer.c',
'gl-shaders.c',
linux_dmabuf_unstable_v1_protocol_c,