Add matrix-coefficients and range tracking to more gl-renderer structures
and get the relevant values from the color-representation implementation
instead of hard-coding them in the shader.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
Output color effects are applied to the whole output scenegraph. It
depends on color-management being disabled, as the color effects are
applied in sRGB content.
For now we added only a few accessibility options: color inversion,
deuteranopia, protanopia and tritanopia CVD correction.
Note that surfaces presented on outputs that contains a color effect
can't be used for direct scanout (i.e. bypass composition and offloading
to KMS overlay planes). The color effect is applied in our GL-renderer.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
Currently weston-test-assert.h has a better naming style than
weston-assert.h: more concise and standardized.
So let's copy the same style to weston-assert.h
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
Using more structured types allows removing one of color_pre_curve() and
color_post_curve() completely, reducing code duplication.
Ideally I would have wanted to use a single type for a curve, having
both lut and par in it, but I am not sure the unused half would still be
eliminated during compilation.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Reduce pasta, reads better.
Shame that the string manipulation is so cumbersome. All strings are
hardcoded literals though, so the assert is good enough.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Add asserts the same as what the color mapping 3D LUT uses, for
consistency since both implement a LUT with the same principles.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
The frequency of checking remaing the same, but we can use an already
needed switch statement and do not need one just for the asserts. This
makes gl_shader_config_set_color_transform() nice and short.
The MAPPING_MATRIX assert was useless, the variable is set right above.
Asserting the mapping type is valid happens already in
gl_shader_load_config_mapping().
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
The new function parameters acts as shorthands, making the moved code a
little more concise. It also gains an assert for an invalid mapping
type, which previously would have been awkward to code.
gl_shader_load_config() becomes easier to read.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This will help reducing the duplicate open-coding of pre- and
post-curves in the following commits. This is also a step towards
eliminating the duplication between struct gl_shader_config and
gl_renderer_color_transform.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Rather than using a two-dimensional array, provide names to the fields.
The fields are primarily used by their names, but we also need the data
as a flat array of floats, so use unions to achieve that: two different
views into the same data.
This makes the code more self-explanatory. In color-operations.c it
removes a handful of temporaries. Comparison in color-properties.c is
simplified. ARRAY_COPY() turns into an assignment.
MAX_PARAMS_PARAM_CURVE is eliminated. Instead of having to maintain a
copy in fragment.glsl, the definition there is automated.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This converts weston_matrix and weston_vector to use linalg-types
internally. All direct accesses to members had to be converted
everywhere, mostly in the simplest form possible which leaves some
trivially reducable code around.
The intention is that we can now gradually migrate away from
weston_matrix in the future.
Look like one trailing space got accidentally annihilated in
compositor.c.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Formats using SHADER_VARIANT_Y_XUXV can now use SHADER_VARIANT_Y_UV
instead with swizzle variations in order to simplify the fragment
shader.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Simplify fragment shader logic by getting rid of the RGBX variant
which can be implemented using texture swizzles instead.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
The channel ordering system currently proposes to swizzle components
in the fragment shader for a few combinations. This commit replaces
this system with texture swizzling parameters in order to support all
the possible combinations in a more efficient way.
This will allow to easily add a lot more formats and as a nice side
effect to force components to 0 or 1, which is useful for opaque
formats.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Cache and update texture parameters only when changed by storing
minification/magnification filters, wrap modes and their target into a
dedicated gl_texture_parameters structure and by calling new utility
functions to create and flush parameters.
This structure is itself stored into the buffer state for each texture
of a surface and into the output state for border and shadow textures.
The shader config filled before emitting a draw call now just takes a
pointer to the array of texture ids, a pointer to the array of
parameters and the number of textures.
This allows to simplify the logic in gl-renderer.c, to minimise GL
state changes and to let the utility wrapper validate the parameters.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Avoid duplicating the inclusion of the GLES headers by including them
once in gl-renderer-internal.h.
Upgrade GLES3 header to gl32.h.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
This is problematic as we don't have namespacing for these and some of
the macros can interfere with other defines.
This reverts commit 8634c7e349.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
As weston_windowed_output_get_api needs ARRAY_LENGTH() move helpers to a
libweston/ so other users can re-use that instead of re-defining these
all over. Easier for other front-ends to make use of them.
With this change windowed-output-api.h also includes the helpers header.
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Revert active unit to default value right after use so that other
functions can assume the default state. A best practices section is
added to the internal header for reference.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
The wireframe unit can only be used by the wireframe texture so
there's no need to bind it anymore before use.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Provide a fixed allocation to each texture unit in order to prevent
conflicts. This fixes a conflict between colour transforms and the
wireframe debug mode.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Don't color sub-mesh differently in wireframe mode. There's not much
interest in being able to distinguish the sub-meshes in a paint node
and this allows to simplify the logic by removing the color vertex
stream.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Current green tint support is a hard-coded Porter-Duff premultiplied
blending of a green source (slightly skewed on the green channel) over
the updated damaged destination. This commit makes green tinting
generic by letting the shader user provide a custom tint color.
The goal is to reuse that system for the upcoming debug modes.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Set up debug mode initial infrastructure using a dedicated key binding
and make shaders debug a debug mode.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Render wireframe within paint nodes instead of drawing lines in a
second pass. The wireframe is blended over the node in a single draw
call. This slightly simplifies the logic by removing the computation
of a second set of indices and enables wireframe anti-aliasing using
Celes and Abraham's "Fast and versatile texture-based wireframe
rendering" paper from 2011.
Celes and Abraham use a one-dimensional set of texture coords for each
triangle edge, 1.0 for the 2 vertices defining the edge and 0.0 for
the other vertex, which basically define barycentric coords. Texture
mapping and the mip chain is then exploited to give a constant-width
edge. The main drawback of the technique is that contour edges of
node's damage mesh are drawn half as thick as interior lines since
each triangle draws half of each line's thickness.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Seems like a typo, found by reading shader debug scope logs and
wondering why "!?!?" is there, e.g.:
Deleting shader program for: !?!? SHADER_VARIANT_XYUV
SHADER_COLOR_CURVE_IDENTITY SHADER_COLOR_MAPPING_IDENTITY
SHADER_COLOR_CURVE_IDENTITY -input_is_premult -green
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This makes the code slightly easier to read and prevents using
incorrect locations now that shader permutations can provide different
vertex streams.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Index vertices from the damage mesh as lines and emit a single draw
call in fan debug mode. A new shader path and an additional vertex
stream are added in order to filter the color of the solid shader
variant per sub-mesh.
Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
Until now, all the curves would be represented with 3x1D LUT's. Now we
support LINPOW and POWLIN curves (arbitrary names that we've picked).
We can use these curves to represent LittleCMS curves type 1, 4 and
their inverses -1, -4. The reason why we want that is because we gain
precision using the parametric curves (compared to the LUT's);
Surprisingly we had to increase the tolerance of the sRGB->adobeRGB MAT
test. Our analysis is that the inverse EOTF power-law curve with
exponent 1.0 / 2.2 amplifies errors more than the LUT, specially for
input (optical) values closer to zero.
That makes sense, because this curve is more sensible to input values
closer to zero (i.e. little input variation results in lots of output
variation). And this model makes sense, as humans are more capable of
perceiving changes of light intensity in the dark.
But the downside of all that is that for input values closer to zero, a
little bit of noise increases significantly the error.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
In the next commit we'll add support for more color curves. So move
lut_3x1d to an union.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
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>
It should harmlessly fail or do nothing, but seeing attempts to set
uniform -1 can be confusing when looking for real shader issues.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Add matrix in color.h
Matrix is used as an optimized method for
color mapping vs 3DLUT.
Nothing sets color mapping to matrix yet.
Signed-off-by: Vitaly Prosyak <vitaly.prosyak@amd.com>
Add post-curve support in color.h.
Pre-curve and post-curve describe color pipeline components
in a single GL shader invocation.The GL shader is supposed
to match struct weston_color_transform exactly.
We have the following color pipeline:
shader A -> blending -> shader B -> KMS. Both A and B shaders
using the same source file :fragment.glsl.
Each shader has pre and post curve.
The typical color pipeline with 3DLUT:
Shader A: pre-curve identity->3DLUT->blending->post-curve identity
Shader B: pre-curve->3DLUT identity->post-curve identity->KMS
The typical color pipeline with matrix (in next commits):
Shader A: pre-curve->matrix->blending->post-curve identity
Shader B: pre-curve->matrix identity->post-curve identity->KMS
The pre-curve plays role of EOTF (shader A) or INV_EOTF
(shader B) becouse we are stiching the shaders.
We assume that someone in the future may use both pre-curve
and post-curve, for example, when it is not possible to combine
these curves into 3DLUT and we will do mapping elements based on
their location in ICC profile.
Signed-off-by: Vitaly Prosyak <vitaly.prosyak@amd.com>
We always talk about "view alpha", so the name variable in the fragment
shader the same. Now it's clear without the comments, making the code
easier to read overall.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
The following GL extensions provide support for shaders CM:
-GL_OES_texture_float_linear makes GL_RGB32F linear filterable.
-GL ES 3.0 provides Texture3D support in GL API.
-GL_OES_texture_3D provides sampler3D support in ESSL 1.00.
If abovesaid is supported then renderer sets flag WESTON_CAP_COLOR_OPS
which means that all fields in struct weston_color_transform are
supported, for example, 1DLUT and 3DLUT.
Use GL_OES_texture_3D to implement 3DLUT function which
uses trilinear interpolation for pixel processing or bypass as is.
Quote from https://nick-shaw.github.io/cinematiccolor/luts-and-transforms.html
"3D LUTs have long been embraced by color scientists and are one of
the tools commonly used for gamut mapping. In fact, 3D LUTs are used
within ICC profiles to model the complex device behaviors necessary
for accurate color image reproduction".
Quote from https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/
chapter-24-using-lookup-tables-accelerate-color
is about interpolation: "By generating intermediate results based
on a weighted average of the eight corners of the bounding cube,
this algorithm is typically sufficient for color processing,
and it is implemented in graphics hardware".
Signed-off-by: Vitaly Prosyak <vitaly.prosyak@amd.com>
This adds shader support for using a three-channel one-dimensional
look-up table for de/encoding input colors. This operation will be useful
for applying EOTF or its inverse, in other words, gamma curves. It will
also be useful in optimizing a following 3D LUT tap distribution once
support for 3D LUT is added.
Even though called three-channel and one-dimensional, it is actually
implemented as a one-channel two-dimensional texture with four rows.
Each row corresponds to a source color channel except the fourth one is
unused. The reason for having the fourth row is to get texture
coordinates in 1/8 steps instead of 1/6 steps. 1/6 may would not be
exact in floating- or fixed-point arithmetic and might perhaps risk
unintended results from bilinear texture filtering when we want linear
filtering only in x but not in y texture coordinates. I may be paranoid.
The LUT is applied on source colors after they have been converted to
straight RGB. It cannot be applied with pre-multiplied alpha. A LUT can
be used for both applying EOTF to go from source color space to blending
color space, and EOTF^-1 to go from blending space to output
(electrical) space. However, this type of LUT cannot do color space
conversions.
For now, this feature is hardcoded to off everywhere, to be enabled in
following patches.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Add a new shader requirements bit input_is_premult which says whether
the texture sampling results in premultiplied alpha or not. Currently
this can be deduced fully from the shader texture variant, but in the
future there might a protocol extension to explicitly control it. Hence
the need for a new bit.
yuva2rgba() is changed to produce straight alpha always. This makes
sample_input_texture() sometimes produce straight or premultiplied
alpha. The input_is_premult bit needs to match sample_input_texture()
behavior. Doing this should save three multiplications in the shader for
straight alpha formats.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
Now that pieces of color management implementation start to land, the
fallback shader becomes even more special than before. It is the only
case where the compositor ignores color management.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This patch gathers all values to be loaded to shader uniforms into a new
struct gl_shader_config along with texture target and filter
information. Struct gl_shader becomes opaque outside of gl-shaders.c.
Everything that used or open-coded these are converted.
The aim is to make gl-renderer.c easier to read. Previously, uniform
values were loaded up in various places, texture units were set up in
one place, textures were bound into units in different places. Stuff was
all over the place.
Now, shader requirements and associated uniform data is stored in a
single struct. The data is loaded into a shader program in one function
only.
That makes it easy for things like maybe_censor_override() to replace
the whole config rather than poke only the shader requirements. This may
not look like much right now, but when color management adds more
uniforms and even hardcoded color need to go through the proper color
pipeline, doing things the old way would become intractable.
Similar simplification can be seen in draw_view(), where the RGBA->RGBX
override becomes more contained. There is no longer a need to "pre-load"
the shader used by triangle fan debug. Triangle fan debug no longer
needs to play tricks with saving and restoring the current shader.
The real benefit of this change will probably come when almost all
shader operations need to take color spaces into account. That means
filling in gl_shader_config parts based on a color transformation.
This is based on an idea Sebastian already used in his Weston color
management work.
Co-authored-by: Sebastian Wick <sebastian@sebastianwick.net>
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>