7d38e044dd
This is pure refactoring. Ease readability by reducing code duplication between pre and post curve powlin handling. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
430 lines
12 KiB
GLSL
430 lines
12 KiB
GLSL
/*
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* Copyright 2012 Intel Corporation
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* Copyright 2015,2019,2021 Collabora, Ltd.
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* Copyright 2016 NVIDIA Corporation
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* Copyright 2021 Advanced Micro Devices, Inc.
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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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/* For annotating shader compile-time constant arguments */
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#define compile_const const
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/*
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* Enumeration of shader variants, must match enum gl_shader_texture_variant.
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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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/* enum gl_shader_color_curve */
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#define SHADER_COLOR_CURVE_IDENTITY 0
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#define SHADER_COLOR_CURVE_LUT_3x1D 1
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#define SHADER_COLOR_CURVE_LINPOW 2
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#define SHADER_COLOR_CURVE_POWLIN 3
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/* enum gl_shader_color_mapping */
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#define SHADER_COLOR_MAPPING_IDENTITY 0
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#define SHADER_COLOR_MAPPING_3DLUT 1
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#define SHADER_COLOR_MAPPING_MATRIX 2
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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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#if DEF_COLOR_MAPPING == SHADER_COLOR_MAPPING_3DLUT
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#extension GL_OES_texture_3D : require
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#endif
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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#define HIGHPRECISION highp
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#else
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#define HIGHPRECISION mediump
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#endif
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precision HIGHPRECISION 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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compile_const int c_variant = DEF_VARIANT;
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compile_const bool c_input_is_premult = DEF_INPUT_IS_PREMULT;
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compile_const bool c_green_tint = DEF_GREEN_TINT;
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compile_const int c_color_pre_curve = DEF_COLOR_PRE_CURVE;
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compile_const int c_color_mapping = DEF_COLOR_MAPPING;
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compile_const int c_color_post_curve = DEF_COLOR_POST_CURVE;
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compile_const bool c_need_color_pipeline =
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c_color_pre_curve != SHADER_COLOR_CURVE_IDENTITY ||
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c_color_mapping != SHADER_COLOR_MAPPING_IDENTITY ||
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c_color_post_curve != SHADER_COLOR_CURVE_IDENTITY;
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vec4
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yuva2rgba(vec4 yuva)
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{
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vec4 color_out;
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float Y, su, sv;
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/* ITU-R BT.601 & BT.709 quantization (limited range) */
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/* Y = 255/219 * (x - 16/256) */
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Y = 1.16438356 * (yuva.x - 0.0625);
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/* Remove offset 128/256, but the 255/224 multiplier comes later */
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su = yuva.y - 0.5;
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sv = yuva.z - 0.5;
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/*
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* ITU-R BT.601 encoding coefficients (inverse), with the
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* 255/224 limited range multiplier already included in the
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* factors for su (Cb) and sv (Cr).
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*/
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color_out.r = Y + 1.59602678 * sv;
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color_out.g = Y - 0.39176229 * su - 0.81296764 * sv;
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color_out.b = Y + 2.01723214 * su;
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color_out.a = yuva.w;
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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 HIGHPRECISION vec2 v_texcoord;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform float view_alpha;
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uniform vec4 unicolor;
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#define MAX_CURVE_PARAMS 10
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#define MAX_CURVESET_PARAMS (MAX_CURVE_PARAMS * 3)
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uniform HIGHPRECISION sampler2D color_pre_curve_lut_2d;
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uniform HIGHPRECISION vec2 color_pre_curve_lut_scale_offset;
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uniform HIGHPRECISION float color_pre_curve_params[MAX_CURVESET_PARAMS];
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uniform bool color_pre_curve_clamped_input;
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uniform HIGHPRECISION sampler2D color_post_curve_lut_2d;
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uniform HIGHPRECISION vec2 color_post_curve_lut_scale_offset;
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uniform HIGHPRECISION float color_post_curve_params[MAX_CURVESET_PARAMS];
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uniform bool color_post_curve_clamped_input;
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#if DEF_COLOR_MAPPING == SHADER_COLOR_MAPPING_3DLUT
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uniform HIGHPRECISION sampler3D color_mapping_lut_3d;
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uniform HIGHPRECISION vec2 color_mapping_lut_scale_offset;
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#endif
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uniform HIGHPRECISION mat3 color_mapping_matrix;
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vec4
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sample_input_texture()
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{
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vec4 yuva = vec4(0.0, 0.0, 0.0, 1.0);
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/* Producing RGBA directly */
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if (c_variant == SHADER_VARIANT_SOLID)
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return unicolor;
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if (c_variant == SHADER_VARIANT_RGBA ||
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c_variant == SHADER_VARIANT_EXTERNAL) {
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return texture2D(tex, v_texcoord);
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}
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if (c_variant == SHADER_VARIANT_RGBX)
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return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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/* Requires conversion to RGBA */
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if (c_variant == SHADER_VARIANT_Y_U_V) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.y = texture2D(tex1, v_texcoord).x;
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yuva.z = texture2D(tex2, v_texcoord).x;
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} else if (c_variant == SHADER_VARIANT_Y_UV) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.yz = texture2D(tex1, v_texcoord).rg;
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} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.yz = texture2D(tex1, v_texcoord).ga;
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} else if (c_variant == SHADER_VARIANT_XYUV) {
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yuva.xyz = texture2D(tex, v_texcoord).bgr;
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} else {
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/* Never reached, bad variant value. */
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return vec4(1.0, 0.3, 1.0, 1.0);
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}
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return yuva2rgba(yuva);
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}
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/*
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* Sample a 1D LUT which is a single row of a 2D texture. The 2D texture has
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* four rows so that the centers of texels have precise y-coordinates.
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*
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* Texture coordinates go from 0.0 to 1.0 corresponding to texture edges.
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* When we do LUT look-ups with linear filtering, the correct range to sample
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* from is not from edge to edge, but center of first texel to center of last
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* texel. This follows because with LUTs, you have the exact end points given,
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* you never extrapolate but only interpolate.
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* The scale and offset are precomputed to achieve this mapping.
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*/
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float
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sample_lut_1d(HIGHPRECISION sampler2D lut, vec2 scale_offset,
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float x, compile_const int row)
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{
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float tx = x * scale_offset.s + scale_offset.t;
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float ty = (float(row) + 0.5) / 4.0;
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return texture2D(lut, vec2(tx, ty)).x;
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}
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vec3
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sample_lut_3x1d(HIGHPRECISION sampler2D lut, vec2 scale_offset, vec3 color)
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{
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return vec3(sample_lut_1d(lut, scale_offset, color.r, 0),
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sample_lut_1d(lut, scale_offset, color.g, 1),
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sample_lut_1d(lut, scale_offset, color.b, 2));
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}
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vec3
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lut_texcoord(vec3 pos, vec2 scale_offset)
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{
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return pos * scale_offset.s + scale_offset.t;
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}
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float
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linpow(float x, float g, float a, float b, float c, float d)
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{
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/* See WESTON_COLOR_CURVE_TYPE_LINPOW for details about LINPOW. */
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if (x >= d)
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return pow((a * x) + b, g);
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return c * x;
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}
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float
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sample_linpow(float params[MAX_CURVESET_PARAMS], bool must_clamp,
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float x, compile_const int color_channel)
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{
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float g, a, b, c, d;
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/*
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* For each color channel we have MAX_CURVE_PARAMS parameters.
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* The parameters for the three curves are stored in RGB order.
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*/
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g = params[0 + color_channel * MAX_CURVE_PARAMS];
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a = params[1 + color_channel * MAX_CURVE_PARAMS];
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b = params[2 + color_channel * MAX_CURVE_PARAMS];
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c = params[3 + color_channel * MAX_CURVE_PARAMS];
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d = params[4 + color_channel * MAX_CURVE_PARAMS];
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if (must_clamp)
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x = clamp(x, 0.0, 1.0);
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/* We use mirroring for negative input values. */
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if (x < 0.0)
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return -linpow(-x, g, a, b, c, d);
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return linpow(x, g, a, b, c, d);
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}
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vec3
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sample_linpow_vec3(float params[MAX_CURVESET_PARAMS], bool must_clamp,
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vec3 color)
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{
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return vec3(sample_linpow(params, must_clamp, color.r, 0),
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sample_linpow(params, must_clamp, color.g, 1),
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sample_linpow(params, must_clamp, color.b, 2));
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}
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float
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powlin(float x, float g, float a, float b, float c, float d)
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{
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/* See WESTON_COLOR_CURVE_TYPE_POWLIN for details about POWLIN. */
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if (x >= d)
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return a * pow(x, g) + b;
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return c * x;
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}
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float
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sample_powlin(float params[MAX_CURVESET_PARAMS], bool must_clamp,
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float x, compile_const int color_channel)
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{
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float g, a, b, c, d;
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/*
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* For each color channel we have MAX_CURVE_PARAMS parameters.
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* The parameters for the three curves are stored in RGB order.
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*/
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g = params[0 + color_channel * MAX_CURVE_PARAMS];
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a = params[1 + color_channel * MAX_CURVE_PARAMS];
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b = params[2 + color_channel * MAX_CURVE_PARAMS];
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c = params[3 + color_channel * MAX_CURVE_PARAMS];
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d = params[4 + color_channel * MAX_CURVE_PARAMS];
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if (must_clamp)
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x = clamp(x, 0.0, 1.0);
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/* We use mirroring for negative input values. */
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if (x < 0.0)
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return -powlin(-x, g, a, b, c, d);
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return powlin(x, g, a, b, c, d);
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}
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vec3
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sample_powlin_vec3(float params[MAX_CURVESET_PARAMS], bool must_clamp,
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vec3 color)
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{
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return vec3(sample_powlin(params, must_clamp, color.r, 0),
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sample_powlin(params, must_clamp, color.g, 1),
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sample_powlin(params, must_clamp, color.b, 2));
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}
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vec3
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color_pre_curve(vec3 color)
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{
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if (c_color_pre_curve == SHADER_COLOR_CURVE_IDENTITY) {
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return color;
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} else if (c_color_pre_curve == SHADER_COLOR_CURVE_LUT_3x1D) {
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return sample_lut_3x1d(color_pre_curve_lut_2d,
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color_pre_curve_lut_scale_offset,
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color);
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} else if (c_color_pre_curve == SHADER_COLOR_CURVE_LINPOW) {
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return sample_linpow_vec3(color_pre_curve_params,
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color_pre_curve_clamped_input,
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color);
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} else if (c_color_pre_curve == SHADER_COLOR_CURVE_POWLIN) {
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return sample_powlin_vec3(color_pre_curve_params,
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color_pre_curve_clamped_input,
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color);
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} else {
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/* Never reached, bad c_color_pre_curve. */
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return vec3(1.0, 0.3, 1.0);
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}
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}
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vec3
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sample_color_mapping_lut_3d(vec3 color)
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{
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vec3 pos, ret = vec3(0.0, 0.0, 0.0);
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#if DEF_COLOR_MAPPING == SHADER_COLOR_MAPPING_3DLUT
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pos = lut_texcoord(color, color_mapping_lut_scale_offset);
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ret = texture3D(color_mapping_lut_3d, pos).rgb;
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#endif
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return ret;
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}
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vec3
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color_mapping(vec3 color)
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{
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if (c_color_mapping == SHADER_COLOR_MAPPING_IDENTITY)
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return color;
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else if (c_color_mapping == SHADER_COLOR_MAPPING_3DLUT)
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return sample_color_mapping_lut_3d(color);
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else if (c_color_mapping == SHADER_COLOR_MAPPING_MATRIX)
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return color_mapping_matrix * color.rgb;
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else /* Never reached, bad c_color_mapping. */
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return vec3(1.0, 0.3, 1.0);
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}
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vec3
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color_post_curve(vec3 color)
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{
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if (c_color_post_curve == SHADER_COLOR_CURVE_IDENTITY) {
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return color;
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} else if (c_color_post_curve == SHADER_COLOR_CURVE_LUT_3x1D) {
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return sample_lut_3x1d(color_post_curve_lut_2d,
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color_post_curve_lut_scale_offset,
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color);
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} else if (c_color_post_curve == SHADER_COLOR_CURVE_LINPOW) {
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return sample_linpow_vec3(color_post_curve_params,
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color_post_curve_clamped_input,
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color);
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} else if (c_color_post_curve == SHADER_COLOR_CURVE_POWLIN) {
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return sample_powlin_vec3(color_post_curve_params,
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color_post_curve_clamped_input,
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color);
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} else {
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/* Never reached, bad c_color_post_curve. */
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return vec3(1.0, 0.3, 1.0);
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}
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}
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vec4
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color_pipeline(vec4 color)
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{
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/* Ensure straight alpha */
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if (c_input_is_premult) {
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if (color.a == 0.0)
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color.rgb = vec3(0, 0, 0);
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else
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color.rgb *= 1.0 / color.a;
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}
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color.rgb = color_pre_curve(color.rgb);
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color.rgb = color_mapping(color.rgb);
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color.rgb = color_post_curve(color.rgb);
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return color;
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}
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void
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main()
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{
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vec4 color;
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/* Electrical (non-linear) RGBA values, may be premult or not */
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color = sample_input_texture();
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if (c_need_color_pipeline)
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color = color_pipeline(color); /* Produces straight alpha */
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/* Ensure pre-multiplied for blending */
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if (!c_input_is_premult || c_need_color_pipeline)
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color.rgb *= color.a;
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color *= view_alpha;
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if (c_green_tint)
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color = vec4(0.0, 0.3, 0.0, 0.2) + color * 0.8;
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gl_FragColor = color;
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}
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