weston/libweston/renderer-gl/gl-shaders.c
Loïc Molinari bcd04e0fad gl-renderer: Derive texcoords from position in the vertex shader
Let the graphics hardware handle the transformation from surface
position to texture coordinates. Paint nodes now have a single vertex
position attribute from which texture coordinates are derived. A new
vertex shader variant handles the transformation.

Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
2023-06-12 11:15:51 +00:00

706 lines
19 KiB
C

/*
* Copyright 2012 Intel Corporation
* Copyright 2015,2019,2021 Collabora, Ltd.
* Copyright 2016 NVIDIA Corporation
* Copyright 2019 Harish Krupo
* Copyright 2019 Intel Corporation
* Copyright 2021 Advanced Micro Devices, Inc.
*
* 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.
*/
#include "config.h"
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <libweston/libweston.h>
#include <libweston/weston-log.h>
#include <GLES2/gl2.h>
#include <string.h>
#include "gl-renderer.h"
#include "gl-renderer-internal.h"
#include "shared/helpers.h"
#include "shared/timespec-util.h"
/* static const char vertex_shader[]; vertex.glsl */
#include "vertex-shader.h"
/* static const char fragment_shader[]; fragment.glsl */
#include "fragment-shader.h"
struct gl_shader {
struct gl_shader_requirements key;
GLuint program;
GLuint vertex_shader, fragment_shader;
GLint proj_uniform;
GLint surface_to_buffer_uniform;
GLint tex_uniforms[3];
GLint view_alpha_uniform;
GLint color_uniform;
GLint color_pre_curve_lut_2d_uniform;
GLint color_pre_curve_lut_scale_offset_uniform;
union {
struct {
GLint tex_uniform;
GLint scale_offset_uniform;
} lut3d;
GLint matrix_uniform;
} color_mapping;
GLint color_post_curve_lut_2d_uniform;
GLint color_post_curve_lut_scale_offset_uniform;
struct wl_list link; /* gl_renderer::shader_list */
struct timespec last_used;
};
static const char *
gl_shader_texcoord_input_to_string(enum gl_shader_texcoord_input kind)
{
switch (kind) {
#define CASERET(x) case x: return #x;
CASERET(SHADER_TEXCOORD_INPUT_SURFACE)
CASERET(SHADER_TEXCOORD_INPUT_ATTRIB)
#undef CASERET
}
return "!?!?"; /* never reached */
}
static const char *
gl_shader_texture_variant_to_string(enum gl_shader_texture_variant v)
{
switch (v) {
#define CASERET(x) case x: return #x;
CASERET(SHADER_VARIANT_NONE)
CASERET(SHADER_VARIANT_RGBX)
CASERET(SHADER_VARIANT_RGBA)
CASERET(SHADER_VARIANT_Y_U_V)
CASERET(SHADER_VARIANT_Y_UV)
CASERET(SHADER_VARIANT_Y_XUXV)
CASERET(SHADER_VARIANT_XYUV)
CASERET(SHADER_VARIANT_SOLID)
CASERET(SHADER_VARIANT_EXTERNAL)
#undef CASERET
}
return "!?!?"; /* never reached */
}
static const char *
gl_shader_color_curve_to_string(enum gl_shader_color_curve kind)
{
switch (kind) {
#define CASERET(x) case x: return #x;
CASERET(SHADER_COLOR_CURVE_IDENTITY)
CASERET(SHADER_COLOR_CURVE_LUT_3x1D)
#undef CASERET
}
return "!?!?"; /* never reached */
}
static const char *
gl_shader_color_mapping_to_string(enum gl_shader_color_mapping kind)
{
switch (kind) {
#define CASERET(x) case x: return #x;
CASERET(SHADER_COLOR_MAPPING_IDENTITY)
CASERET(SHADER_COLOR_MAPPING_3DLUT)
CASERET(SHADER_COLOR_MAPPING_MATRIX)
#undef CASERET
}
return "!?!?"; /* never reached */
}
static void
dump_program_with_line_numbers(int count, const char **sources)
{
FILE *fp;
char *dumpstr;
size_t dumpstrsz;
const char *cur;
const char *delim;
int line = 1;
int i;
bool new_line = true;
fp = open_memstream(&dumpstr, &dumpstrsz);
if (!fp)
return;
for (i = 0; i < count; i++) {
cur = sources[i];
while ((delim = strchr(cur, '\n'))) {
if (new_line)
fprintf(fp, "%6d: ", line++);
fprintf(fp, "%.*s\n", (int)(delim - cur), cur);
new_line = true;
cur = delim + 1;
}
if (new_line)
fprintf(fp, "%6d: ", line++);
new_line = false;
fprintf(fp, "%s", cur);
}
if (fclose(fp) == 0)
weston_log_continue("%s\n", dumpstr);
free(dumpstr);
}
static GLuint
compile_shader(GLenum type, int count, const char **sources)
{
GLuint s;
char msg[512];
GLint status;
s = glCreateShader(type);
glShaderSource(s, count, sources, NULL);
glCompileShader(s);
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(s, sizeof msg, NULL, msg);
weston_log("shader info: %s\n", msg);
weston_log("shader source:\n");
dump_program_with_line_numbers(count, sources);
return GL_NONE;
}
return s;
}
static char *
create_shader_description_string(const struct gl_shader_requirements *req)
{
int size;
char *str;
size = asprintf(&str, "%s %s %s %s %s %cinput_is_premult %cgreen",
gl_shader_texcoord_input_to_string(req->variant),
gl_shader_texture_variant_to_string(req->variant),
gl_shader_color_curve_to_string(req->color_pre_curve),
gl_shader_color_mapping_to_string(req->color_mapping),
gl_shader_color_curve_to_string(req->color_post_curve),
req->input_is_premult ? '+' : '-',
req->green_tint ? '+' : '-');
if (size < 0)
return NULL;
return str;
}
static char *
create_vertex_shader_config_string(const struct gl_shader_requirements *req)
{
int size;
char *str;
size = asprintf(&str,
"#define DEF_TEXCOORD_INPUT %s\n",
gl_shader_texcoord_input_to_string(req->texcoord_input));
if (size < 0)
return NULL;
return str;
}
static char *
create_fragment_shader_config_string(const struct gl_shader_requirements *req)
{
int size;
char *str;
size = asprintf(&str,
"#define DEF_GREEN_TINT %s\n"
"#define DEF_INPUT_IS_PREMULT %s\n"
"#define DEF_COLOR_PRE_CURVE %s\n"
"#define DEF_COLOR_MAPPING %s\n"
"#define DEF_COLOR_POST_CURVE %s\n"
"#define DEF_VARIANT %s\n",
req->green_tint ? "true" : "false",
req->input_is_premult ? "true" : "false",
gl_shader_color_curve_to_string(req->color_pre_curve),
gl_shader_color_mapping_to_string(req->color_mapping),
gl_shader_color_curve_to_string(req->color_post_curve),
gl_shader_texture_variant_to_string(req->variant));
if (size < 0)
return NULL;
return str;
}
static struct gl_shader *
gl_shader_create(struct gl_renderer *gr,
const struct gl_shader_requirements *requirements)
{
bool verbose = weston_log_scope_is_enabled(gr->shader_scope);
struct gl_shader *shader = NULL;
char msg[512];
GLint status;
const char *sources[3];
char *conf = NULL;
shader = zalloc(sizeof *shader);
if (!shader) {
weston_log("could not create shader\n");
goto error_vertex;
}
wl_list_init(&shader->link);
shader->key = *requirements;
if (verbose) {
char *desc;
desc = create_shader_description_string(requirements);
weston_log_scope_printf(gr->shader_scope,
"Compiling shader program for: %s\n",
desc);
free(desc);
}
conf = create_vertex_shader_config_string(&shader->key);
if (!conf)
goto error_vertex;
sources[0] = conf;
sources[1] = vertex_shader;
shader->vertex_shader = compile_shader(GL_VERTEX_SHADER, 2, sources);
if (shader->vertex_shader == GL_NONE)
goto error_vertex;
free(conf);
conf = create_fragment_shader_config_string(&shader->key);
if (!conf)
goto error_fragment;
sources[0] = "#version 100\n";
sources[1] = conf;
sources[2] = fragment_shader;
shader->fragment_shader = compile_shader(GL_FRAGMENT_SHADER,
3, sources);
if (shader->fragment_shader == GL_NONE)
goto error_fragment;
shader->program = glCreateProgram();
glAttachShader(shader->program, shader->vertex_shader);
glAttachShader(shader->program, shader->fragment_shader);
glBindAttribLocation(shader->program, 0, "position");
if (requirements->texcoord_input == SHADER_TEXCOORD_INPUT_ATTRIB)
glBindAttribLocation(shader->program, 1, "texcoord");
glLinkProgram(shader->program);
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
if (!status) {
glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
weston_log("link info: %s\n", msg);
goto error_link;
}
glDeleteShader(shader->vertex_shader);
glDeleteShader(shader->fragment_shader);
shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
shader->surface_to_buffer_uniform =
glGetUniformLocation(shader->program, "surface_to_buffer");
shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex");
shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
shader->view_alpha_uniform = glGetUniformLocation(shader->program, "view_alpha");
if (requirements->variant == SHADER_VARIANT_SOLID) {
shader->color_uniform = glGetUniformLocation(shader->program,
"unicolor");
assert(shader->color_uniform != -1);
} else {
shader->color_uniform = -1;
}
shader->color_pre_curve_lut_2d_uniform =
glGetUniformLocation(shader->program, "color_pre_curve_lut_2d");
shader->color_pre_curve_lut_scale_offset_uniform =
glGetUniformLocation(shader->program, "color_pre_curve_lut_scale_offset");
shader->color_post_curve_lut_2d_uniform =
glGetUniformLocation(shader->program, "color_post_curve_lut_2d");
shader->color_post_curve_lut_scale_offset_uniform =
glGetUniformLocation(shader->program, "color_post_curve_lut_scale_offset");
switch(requirements->color_mapping) {
case SHADER_COLOR_MAPPING_3DLUT:
shader->color_mapping.lut3d.tex_uniform =
glGetUniformLocation(shader->program,
"color_mapping_lut_3d");
shader->color_mapping.lut3d.scale_offset_uniform =
glGetUniformLocation(shader->program,
"color_mapping_lut_scale_offset");
break;
case SHADER_COLOR_MAPPING_MATRIX:
shader->color_mapping.matrix_uniform =
glGetUniformLocation(shader->program,
"color_mapping_matrix");
break;
case SHADER_COLOR_MAPPING_IDENTITY:
break;
}
free(conf);
wl_list_insert(&gr->shader_list, &shader->link);
return shader;
error_link:
glDeleteProgram(shader->program);
glDeleteShader(shader->fragment_shader);
error_fragment:
glDeleteShader(shader->vertex_shader);
error_vertex:
free(conf);
free(shader);
return NULL;
}
void
gl_shader_destroy(struct gl_renderer *gr, struct gl_shader *shader)
{
char *desc;
if (weston_log_scope_is_enabled(gr->shader_scope)) {
desc = create_shader_description_string(&shader->key);
weston_log_scope_printf(gr->shader_scope,
"Deleting shader program for: %s\n",
desc);
free(desc);
}
glDeleteProgram(shader->program);
wl_list_remove(&shader->link);
free(shader);
}
void
gl_renderer_shader_list_destroy(struct gl_renderer *gr)
{
struct gl_shader *shader, *next_shader;
wl_list_for_each_safe(shader, next_shader, &gr->shader_list, link)
gl_shader_destroy(gr, shader);
}
static int
gl_shader_requirements_cmp(const struct gl_shader_requirements *a,
const struct gl_shader_requirements *b)
{
return memcmp(a, b, sizeof(*a));
}
static void
gl_shader_scope_new_subscription(struct weston_log_subscription *subs,
void *data)
{
static const char bar[] = "-----------------------------------------------------------------------------";
struct gl_renderer *gr = data;
struct gl_shader *shader;
struct timespec now;
int msecs;
int count = 0;
char *desc;
weston_compositor_read_presentation_clock(gr->compositor, &now);
weston_log_subscription_printf(subs,
"Vertex shader body:\n"
"%s\n%s\n"
"Fragment shader body:\n"
"%s\n%s\n%s\n",
bar, vertex_shader,
bar, fragment_shader, bar);
weston_log_subscription_printf(subs,
"Cached GLSL programs:\n id: (used secs ago) description +/-flags\n");
wl_list_for_each(shader, &gr->shader_list, link) {
count++;
msecs = timespec_sub_to_msec(&now, &shader->last_used);
desc = create_shader_description_string(&shader->key);
weston_log_subscription_printf(subs,
"%6u: (%.1f) %s\n",
shader->program,
msecs / 1000.0, desc);
}
weston_log_subscription_printf(subs, "Total: %d programs.\n", count);
}
struct weston_log_scope *
gl_shader_scope_create(struct gl_renderer *gr)
{
return weston_compositor_add_log_scope(gr->compositor,
"gl-shader-generator",
"GL renderer shader compilation and cache.\n",
gl_shader_scope_new_subscription,
NULL,
gr);
}
struct gl_shader *
gl_renderer_create_fallback_shader(struct gl_renderer *gr)
{
static const struct gl_shader_requirements fallback_requirements = {
.variant = SHADER_VARIANT_SOLID,
.input_is_premult = true,
.color_pre_curve = SHADER_COLOR_CURVE_IDENTITY,
.color_mapping = SHADER_COLOR_MAPPING_IDENTITY,
.color_post_curve = SHADER_COLOR_CURVE_IDENTITY,
};
struct gl_shader *shader;
shader = gl_shader_create(gr, &fallback_requirements);
if (!shader)
return NULL;
/*
* This shader must be exempt from any automatic garbage collection.
* It is destroyed explicitly.
*/
wl_list_remove(&shader->link);
wl_list_init(&shader->link);
return shader;
}
static struct gl_shader *
gl_renderer_get_program(struct gl_renderer *gr,
const struct gl_shader_requirements *requirements)
{
struct gl_shader_requirements reqs = *requirements;
struct gl_shader *shader;
assert(reqs.pad_bits_ == 0);
if (gr->fragment_shader_debug)
reqs.green_tint = true;
if (gr->current_shader &&
gl_shader_requirements_cmp(&reqs, &gr->current_shader->key) == 0)
return gr->current_shader;
wl_list_for_each(shader, &gr->shader_list, link) {
if (gl_shader_requirements_cmp(&reqs, &shader->key) == 0)
return shader;
}
shader = gl_shader_create(gr, &reqs);
if (shader)
return shader;
return NULL;
}
void
gl_renderer_garbage_collect_programs(struct gl_renderer *gr)
{
struct gl_shader *shader, *tmp;
unsigned count = 0;
wl_list_for_each_safe(shader, tmp, &gr->shader_list, link) {
/* Keep the 10 most recently used always. */
if (count++ < 10)
continue;
/* Keep everything used in the past 1 minute. */
if (timespec_sub_to_msec(&gr->compositor->last_repaint_start,
&shader->last_used) < 60000)
continue;
/* The rest throw away. */
gl_shader_destroy(gr, shader);
}
}
bool
gl_shader_texture_variant_can_be_premult(enum gl_shader_texture_variant v)
{
switch (v) {
case SHADER_VARIANT_SOLID:
case SHADER_VARIANT_RGBA:
case SHADER_VARIANT_EXTERNAL:
return true;
case SHADER_VARIANT_NONE:
case SHADER_VARIANT_RGBX:
case SHADER_VARIANT_Y_U_V:
case SHADER_VARIANT_Y_UV:
case SHADER_VARIANT_Y_XUXV:
case SHADER_VARIANT_XYUV:
return false;
}
return true;
}
GLenum
gl_shader_texture_variant_get_target(enum gl_shader_texture_variant v)
{
if (v == SHADER_VARIANT_EXTERNAL)
return GL_TEXTURE_EXTERNAL_OES;
else
return GL_TEXTURE_2D;
}
static void
gl_shader_load_config(struct gl_shader *shader,
const struct gl_shader_config *sconf)
{
GLint in_filter = sconf->input_tex_filter;
GLenum in_tgt;
int i;
glUniformMatrix4fv(shader->proj_uniform,
1, GL_FALSE, sconf->projection.d);
if (shader->surface_to_buffer_uniform != -1)
glUniformMatrix4fv(shader->surface_to_buffer_uniform,
1, GL_FALSE, sconf->surface_to_buffer.d);
if (shader->color_uniform != -1)
glUniform4fv(shader->color_uniform, 1, sconf->unicolor);
glUniform1f(shader->view_alpha_uniform, sconf->view_alpha);
in_tgt = gl_shader_texture_variant_get_target(sconf->req.variant);
for (i = 0; i < GL_SHADER_INPUT_TEX_MAX; i++) {
if (sconf->input_tex[i] == 0)
continue;
assert(shader->tex_uniforms[i] != -1);
glUniform1i(shader->tex_uniforms[i], i);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(in_tgt, sconf->input_tex[i]);
glTexParameteri(in_tgt, GL_TEXTURE_MIN_FILTER, in_filter);
glTexParameteri(in_tgt, GL_TEXTURE_MAG_FILTER, in_filter);
}
/* Fixed texture unit for color_pre_curve LUT if it is available */
i = GL_SHADER_INPUT_TEX_MAX;
switch (sconf->req.color_pre_curve) {
case SHADER_COLOR_CURVE_IDENTITY:
assert(sconf->color_pre_curve_lut_tex == 0);
break;
case SHADER_COLOR_CURVE_LUT_3x1D:
assert(sconf->color_pre_curve_lut_tex != 0);
assert(shader->color_pre_curve_lut_2d_uniform != -1);
assert(shader->color_pre_curve_lut_scale_offset_uniform != -1);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, sconf->color_pre_curve_lut_tex);
glUniform1i(shader->color_pre_curve_lut_2d_uniform, i);
i++;
glUniform2fv(shader->color_pre_curve_lut_scale_offset_uniform,
1, sconf->color_pre_curve_lut_scale_offset);
break;
}
switch (sconf->req.color_mapping) {
case SHADER_COLOR_MAPPING_IDENTITY:
break;
case SHADER_COLOR_MAPPING_3DLUT:
assert(shader->color_mapping.lut3d.tex_uniform != -1);
assert(sconf->color_mapping.lut3d.tex != 0);
assert(shader->color_mapping.lut3d.scale_offset_uniform != -1);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_3D, sconf->color_mapping.lut3d.tex);
glUniform1i(shader->color_mapping.lut3d.tex_uniform, i);
i++;
glUniform2fv(shader->color_mapping.lut3d.scale_offset_uniform,
1, sconf->color_mapping.lut3d.scale_offset);
break;
case SHADER_COLOR_MAPPING_MATRIX:
assert(shader->color_mapping.matrix_uniform != -1);
glUniformMatrix3fv(shader->color_mapping.matrix_uniform,
1, GL_FALSE,
sconf->color_mapping.matrix);
break;
}
switch (sconf->req.color_post_curve) {
case SHADER_COLOR_CURVE_IDENTITY:
assert(sconf->color_post_curve_lut_tex == 0);
break;
case SHADER_COLOR_CURVE_LUT_3x1D:
assert(sconf->color_post_curve_lut_tex != 0);
assert(shader->color_post_curve_lut_2d_uniform != -1);
assert(shader->color_post_curve_lut_scale_offset_uniform != -1);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, sconf->color_post_curve_lut_tex);
glUniform1i(shader->color_post_curve_lut_2d_uniform, i);
i++;
glUniform2fv(shader->color_post_curve_lut_scale_offset_uniform,
1, sconf->color_post_curve_lut_scale_offset);
break;
}
}
bool
gl_renderer_use_program(struct gl_renderer *gr,
const struct gl_shader_config *sconf)
{
static const GLfloat fallback_shader_color[4] = { 0.2, 0.1, 0.0, 1.0 };
struct gl_shader *shader;
shader = gl_renderer_get_program(gr, &sconf->req);
if (!shader) {
weston_log("Error: failed to generate shader program.\n");
gr->current_shader = NULL;
/*
* We only have one fallback shader, so it cannot do correct
* color on color managed outputs. Hence, what is painted
* with this one will have undefined look. Therefore the
* fallback is important to not be too bright as that might
* be shocking on a monitor in HDR mode.
*/
shader = gr->fallback_shader;
glUseProgram(shader->program);
glUniform4fv(shader->color_uniform, 1, fallback_shader_color);
glUniform1f(shader->view_alpha_uniform, 1.0f);
return false;
}
if (shader != gr->fallback_shader) {
/* Update list order for most recently used. */
wl_list_remove(&shader->link);
wl_list_insert(&gr->shader_list, &shader->link);
}
shader->last_used = gr->compositor->last_repaint_start;
if (gr->current_shader != shader) {
glUseProgram(shader->program);
gr->current_shader = shader;
}
gl_shader_load_config(shader, sconf);
return true;
}