weston/libweston/renderer-gl/fragment.glsl
Pekka Paalanen 391f513c36 gl-renderer: fragment shader precision to high
Always when supported, make the fragment shader default floating point
precision high. The medium precision is roughly like half-floats, which
can be surprisingly bad. High precision does not reach even normal
32-bit float precision (by specification), but it's better. GL ES
implementations are allowed to exceed the minimum precision requirements
given in the specification.

This is an advance attempt to avoid nasty surprises from poor shader
precision.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-06-21 14:36:33 +00:00

173 lines
4.5 KiB
GLSL

/*
* 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 */
/* For annotating shader compile-time constant arguments */
#define compile_const const
/*
* 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
#ifdef GL_FRAGMENT_PRECISION_HIGH
#define HIGHPRECISION highp
#else
#define HIGHPRECISION mediump
#endif
precision HIGHPRECISION float;
/*
* These undeclared identifiers will be #defined by a runtime generated code
* snippet.
*/
compile_const int c_variant = DEF_VARIANT;
compile_const bool c_input_is_premult = DEF_INPUT_IS_PREMULT;
compile_const bool c_green_tint = DEF_GREEN_TINT;
vec4
yuva2rgba(vec4 yuva)
{
vec4 color_out;
float Y, su, sv;
/* ITU-R BT.601 & BT.709 quantization (limited range) */
/* Y = 255/219 * (x - 16/256) */
Y = 1.16438356 * (yuva.x - 0.0625);
/* Remove offset 128/256, but the 255/224 multiplier comes later */
su = yuva.y - 0.5;
sv = yuva.z - 0.5;
/*
* ITU-R BT.601 encoding coefficients (inverse), with the
* 255/224 limited range multiplier already included in the
* factors for su (Cb) and sv (Cr).
*/
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.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, may be premult or not */
color = sample_input_texture();
/* Ensure premultiplied alpha, apply view alpha (opacity) */
if (c_input_is_premult) {
color *= alpha;
} else {
color.a *= alpha;
color.rgb *= color.a;
}
/* color is guaranteed premult here */
if (c_green_tint)
color = vec4(0.0, 0.3, 0.0, 0.2) + color * 0.8;
gl_FragColor = color;
}