mirror of
https://gitlab.freedesktop.org/wayland/weston.git
synced 2026-05-25 08:08:15 +02:00
Make the shader description strings easier to read. Before they looked
like this:
Compiling shader program for: SHADER_TEXCOORD_INPUT_ATTRIB
SHADER_VARIANT_SOLID SHADER_COLOR_EFFECT_NONE SHADER_COLOR_CURVE_LINPOW
SHADER_COLOR_MAPPING_IDENTITY SHADER_COLOR_CURVE_IDENTITY
+input_is_premult -tint -shader_blending (SHADER_COLOR_CURVE_IDENTITY,
SHADER_COLOR_CURVE_IDENTITY)
Now they look like this:
Compiling shader program for: attr tc, solid tex, no effect, CP{
linpow, I, I }, +premult_in -tint -shader_blending (I, I)
Turn the switches into arrays for easier handling.
This is different from weston_enum_map, because we need two different
strings for each value: a symbol for the shader code, and a description
for the debug logs.
Unknown enum values will abort(), but they should be asserted anyway.
Unfortunately getting a weston_compositor here would be inconvenient for
using weston-assert macros.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
1010 lines
30 KiB
C
1010 lines
30 KiB
C
/*
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* Copyright 2012 Intel Corporation
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* Copyright 2015,2019,2021-2025 Collabora, Ltd.
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* Copyright 2016 NVIDIA Corporation
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* Copyright 2019 Harish Krupo
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* Copyright 2019 Intel 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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#include "config.h"
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <libweston/color-representation.h>
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#include <libweston/libweston.h>
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#include <libweston/weston-log.h>
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#include <string.h>
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#include "gl-renderer.h"
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#include "gl-renderer-internal.h"
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#include "pixel-formats.h"
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#include "shared/helpers.h"
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#include "shared/timespec-util.h"
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#include "shared/weston-assert.h"
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/* static const char vertex_shader[]; vertex.glsl */
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#include "vertex-shader.h"
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/* static const char fragment_shader[]; fragment.glsl */
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#include "fragment-shader.h"
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union gl_shader_color_curve_uniforms {
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struct {
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GLint tex_2d_uniform;
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GLint scale_offset_uniform;
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} lut_3x1d;
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struct {
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GLint params_uniform;
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GLint clamped_input_uniform;
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} parametric;
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};
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union gl_shader_color_mapping_uniforms {
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struct {
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GLint tex_uniform;
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GLint scale_offset_uniform;
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} lut3d;
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struct {
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GLint matrix_uniform;
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GLint offset_uniform;
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} mat;
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};
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struct gl_shader {
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struct wl_list link; /* gl_renderer::shader_list */
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struct timespec last_used;
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struct gl_shader_requirements key;
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GLuint program;
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GLuint vertex_shader, fragment_shader;
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GLint proj_uniform;
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GLint surface_to_buffer_uniform;
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GLint tex_uniforms[3];
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GLint swizzle_idx[3];
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GLint swizzle_mask[3];
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GLint swizzle_sub[3];
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GLint tex_uniform_wireframe;
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GLint view_alpha_uniform;
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GLint color_uniform;
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GLint tint_uniform;
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GLint cvd_correction_uniform;
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union gl_shader_color_curve_uniforms color_pre_curve;
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union gl_shader_color_mapping_uniforms color_mapping;
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union gl_shader_color_curve_uniforms color_post_curve;
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union gl_shader_color_curve_uniforms fb_fetch_curve;
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union gl_shader_color_curve_uniforms fb_store_curve;
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GLint yuv_offsets_uniform;
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GLint yuv_coefficients_uniform;
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};
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struct gl_shader_enum_map {
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const char *symbol;
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const char *desc;
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};
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static const struct gl_shader_enum_map *
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gl_shader_enum_map_get_(const struct gl_shader_enum_map *map,
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size_t map_len,
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unsigned value)
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{
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if (value >= map_len)
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abort();
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if (!map[value].symbol)
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abort();
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return &map[value];
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}
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#define gl_shader_enum_map_get(map, value) gl_shader_enum_map_get_((map), ARRAY_LENGTH(map), (value))
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#define ENUMVAL(sym, text) [sym] = { #sym, text }
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static const struct gl_shader_enum_map gl_shader_texcoord_input_mapping[] = {
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ENUMVAL(SHADER_TEXCOORD_INPUT_SURFACE, "surf"),
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ENUMVAL(SHADER_TEXCOORD_INPUT_ATTRIB, "attr"),
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};
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static const struct gl_shader_enum_map *
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gl_shader_texcoord_input_to_string(enum gl_shader_texcoord_input kind)
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{
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return gl_shader_enum_map_get(gl_shader_texcoord_input_mapping, kind);
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}
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static const struct gl_shader_enum_map gl_shader_texture_variant_mapping[] = {
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ENUMVAL(SHADER_VARIANT_NONE, "none"),
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ENUMVAL(SHADER_VARIANT_RGBA, "RGBA"),
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ENUMVAL(SHADER_VARIANT_Y_U_V, "Y_U_V"),
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ENUMVAL(SHADER_VARIANT_Y_UV, "Y_UV"),
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ENUMVAL(SHADER_VARIANT_XYUV, "XYUV"),
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ENUMVAL(SHADER_VARIANT_SOLID, "solid"),
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ENUMVAL(SHADER_VARIANT_EXTERNAL, "external"),
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};
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static const struct gl_shader_enum_map *
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gl_shader_texture_variant_to_string(enum gl_shader_texture_variant v)
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{
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return gl_shader_enum_map_get(gl_shader_texture_variant_mapping, v);
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}
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static const struct gl_shader_enum_map gl_shader_color_effect_mapping[] = {
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ENUMVAL(SHADER_COLOR_EFFECT_NONE, "no"),
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ENUMVAL(SHADER_COLOR_EFFECT_INVERSION, "inv"),
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ENUMVAL(SHADER_COLOR_EFFECT_GRAYSCALE, "gray"),
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ENUMVAL(SHADER_COLOR_EFFECT_CVD_CORRECTION, "CVD-corr"),
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};
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static const struct gl_shader_enum_map *
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gl_shader_color_effect_to_string(enum gl_shader_color_effect kind)
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{
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return gl_shader_enum_map_get(gl_shader_color_effect_mapping, kind);
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}
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static const struct gl_shader_enum_map gl_shader_color_curve_mapping[] = {
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ENUMVAL(SHADER_COLOR_CURVE_IDENTITY, "I"),
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ENUMVAL(SHADER_COLOR_CURVE_LUT_3x1D, "3x1D"),
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ENUMVAL(SHADER_COLOR_CURVE_LINPOW, "linpow"),
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ENUMVAL(SHADER_COLOR_CURVE_POWLIN, "powlin"),
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ENUMVAL(SHADER_COLOR_CURVE_PQ, "PQ"),
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ENUMVAL(SHADER_COLOR_CURVE_PQ_INVERSE, "PQ⁻¹"),
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};
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static const struct gl_shader_enum_map *
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gl_shader_color_curve_to_string(enum gl_shader_color_curve kind)
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{
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return gl_shader_enum_map_get(gl_shader_color_curve_mapping, kind);
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}
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static const struct gl_shader_enum_map gl_shader_color_mapping_mapping[] = {
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ENUMVAL(SHADER_COLOR_MAPPING_IDENTITY, "I"),
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ENUMVAL(SHADER_COLOR_MAPPING_3DLUT, "3DLUT"),
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ENUMVAL(SHADER_COLOR_MAPPING_MATRIX, "M"),
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};
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static const struct gl_shader_enum_map *
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gl_shader_color_mapping_to_string(enum gl_shader_color_mapping kind)
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{
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return gl_shader_enum_map_get(gl_shader_color_mapping_mapping, kind);
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}
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static void
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dump_program_with_line_numbers(int count, const char **sources)
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{
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FILE *fp;
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char *dumpstr;
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size_t dumpstrsz;
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const char *cur;
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const char *delim;
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int line = 1;
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int i;
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bool new_line = true;
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fp = open_memstream(&dumpstr, &dumpstrsz);
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if (!fp)
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return;
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for (i = 0; i < count; i++) {
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cur = sources[i];
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while ((delim = strchr(cur, '\n'))) {
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if (new_line)
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fprintf(fp, "%6d: ", line++);
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fprintf(fp, "%.*s\n", (int)(delim - cur), cur);
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new_line = true;
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cur = delim + 1;
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}
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if (new_line)
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fprintf(fp, "%6d: ", line++);
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new_line = false;
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fprintf(fp, "%s", cur);
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}
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if (fclose(fp) == 0)
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weston_log_continue("%s\n", dumpstr);
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free(dumpstr);
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}
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static GLuint
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compile_shader(GLenum type, int count, const char **sources)
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{
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GLuint s;
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char msg[512];
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GLint status;
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s = glCreateShader(type);
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glShaderSource(s, count, sources, NULL);
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glCompileShader(s);
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glGetShaderiv(s, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(s, sizeof msg, NULL, msg);
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weston_log("shader info: %s\n", msg);
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weston_log("shader source:\n");
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dump_program_with_line_numbers(count, sources);
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return GL_NONE;
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}
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return s;
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}
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static char *
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create_shader_description_string(const struct gl_shader_requirements *req)
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{
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int size;
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char *str;
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size = asprintf(&str, "%s tc, %s tex, %s effect, CP{ %s, %s, %s }, %cpremult_in %ctint %cshader_blending (%s, %s)",
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gl_shader_texcoord_input_to_string(req->texcoord_input)->desc,
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gl_shader_texture_variant_to_string(req->variant)->desc,
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gl_shader_color_effect_to_string(req->color_effect)->desc,
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gl_shader_color_curve_to_string(req->color_pre_curve)->desc,
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gl_shader_color_mapping_to_string(req->color_mapping)->desc,
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gl_shader_color_curve_to_string(req->color_post_curve)->desc,
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req->input_is_premult ? '+' : '-',
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req->tint ? '+' : '-',
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req->shader_blending ? '+' : '-',
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gl_shader_color_curve_to_string(req->fb_fetch_curve)->desc,
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gl_shader_color_curve_to_string(req->fb_store_curve)->desc);
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if (size < 0)
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return NULL;
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return str;
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}
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static char *
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create_vertex_shader_config_string(const struct gl_shader_requirements *req)
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{
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int size;
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char *str;
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size = asprintf(&str,
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"#define DEF_TEXCOORD_INPUT %s\n"
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"#define DEF_WIREFRAME %s\n",
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gl_shader_texcoord_input_to_string(req->texcoord_input)->symbol,
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req->wireframe ? "true" : "false");
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if (size < 0)
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return NULL;
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return str;
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}
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static char *
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create_fragment_shader_config_string(const struct gl_shader_requirements *req)
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{
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int size;
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char *str;
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size = asprintf(&str,
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"#define MAX_CURVE_PARAMS %zu\n"
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"#define DEF_TINT %s\n"
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"#define DEF_INPUT_IS_PREMULT %s\n"
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"#define DEF_WIREFRAME %s\n"
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"#define DEF_COLOR_PRE_CURVE %s\n"
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"#define DEF_COLOR_MAPPING %s\n"
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"#define DEF_COLOR_POST_CURVE %s\n"
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"#define DEF_SHADER_BLENDING %s\n"
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"#define DEF_FB_FETCH_CURVE %s\n"
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"#define DEF_FB_STORE_CURVE %s\n"
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"#define DEF_COLOR_EFFECT %s\n"
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"#define DEF_VARIANT %s\n",
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ARRAY_LENGTH(((union weston_color_curve_parametric_chan_data){}).data),
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req->tint ? "true" : "false",
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req->input_is_premult ? "true" : "false",
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req->wireframe ? "true" : "false",
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gl_shader_color_curve_to_string(req->color_pre_curve)->symbol,
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gl_shader_color_mapping_to_string(req->color_mapping)->symbol,
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gl_shader_color_curve_to_string(req->color_post_curve)->symbol,
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req->shader_blending ? "1" : "0",
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gl_shader_color_curve_to_string(req->fb_fetch_curve)->symbol,
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gl_shader_color_curve_to_string(req->fb_store_curve)->symbol,
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gl_shader_color_effect_to_string(req->color_effect)->symbol,
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gl_shader_texture_variant_to_string(req->variant)->symbol);
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if (size < 0)
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return NULL;
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return str;
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}
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static GLint
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get_uniform_location(struct gl_renderer *gr,
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GLuint program,
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const char *prefix,
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const char *field)
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{
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char str[128];
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int ret;
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ret = snprintf(str, sizeof str, "%s_%s", prefix, field);
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weston_assert_u32_lt(gr->compositor, ret, sizeof str);
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return glGetUniformLocation(program, str);
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}
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static void
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get_curve_uniform_locations(struct gl_renderer *gr,
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union gl_shader_color_curve_uniforms *out,
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enum gl_shader_color_curve type,
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GLuint program,
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const char *namespace)
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{
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switch (type) {
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case SHADER_COLOR_CURVE_IDENTITY:
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case SHADER_COLOR_CURVE_PQ:
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case SHADER_COLOR_CURVE_PQ_INVERSE:
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return;
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case SHADER_COLOR_CURVE_LINPOW:
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case SHADER_COLOR_CURVE_POWLIN:
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out->parametric.params_uniform =
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get_uniform_location(gr, program, namespace, "par.params");
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out->parametric.clamped_input_uniform =
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get_uniform_location(gr, program, namespace, "par.clamped_input");
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return;
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case SHADER_COLOR_CURVE_LUT_3x1D:
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out->lut_3x1d.tex_2d_uniform =
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get_uniform_location(gr, program, namespace, "lut.lut_2d");
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out->lut_3x1d.scale_offset_uniform =
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get_uniform_location(gr, program, namespace, "lut.scale_offset");
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return;
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}
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}
|
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|
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static struct gl_shader *
|
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gl_shader_create(struct gl_renderer *gr,
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const struct gl_shader_requirements *requirements)
|
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{
|
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bool verbose = weston_log_scope_is_enabled(gr->shader_scope);
|
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struct gl_shader *shader = NULL;
|
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char buffer[512];
|
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GLint status;
|
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const char *sources[3];
|
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char *conf = NULL;
|
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|
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shader = zalloc(sizeof *shader);
|
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if (!shader) {
|
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weston_log("could not create shader\n");
|
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goto error_vertex;
|
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}
|
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|
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wl_list_init(&shader->link);
|
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shader->key = *requirements;
|
|
|
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if (verbose) {
|
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char *desc;
|
|
|
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desc = create_shader_description_string(requirements);
|
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weston_log_scope_printf(gr->shader_scope,
|
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"Compiling shader program for: %s\n",
|
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desc);
|
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free(desc);
|
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}
|
|
|
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conf = create_vertex_shader_config_string(&shader->key);
|
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if (!conf)
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goto error_vertex;
|
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|
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sources[0] = conf;
|
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sources[1] = vertex_shader;
|
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shader->vertex_shader = compile_shader(GL_VERTEX_SHADER, 2, sources);
|
|
if (shader->vertex_shader == GL_NONE)
|
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goto error_vertex;
|
|
|
|
free(conf);
|
|
conf = create_fragment_shader_config_string(&shader->key);
|
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if (!conf)
|
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goto error_fragment;
|
|
|
|
sprintf(buffer,
|
|
"#version 100\n"
|
|
"#define GLES_API_MAJOR_VERSION %d\n",
|
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gr->gl_version >= gl_version(3, 0) ? 3 : 2);
|
|
|
|
sources[0] = buffer;
|
|
sources[1] = conf;
|
|
sources[2] = fragment_shader;
|
|
shader->fragment_shader = compile_shader(GL_FRAGMENT_SHADER,
|
|
3, sources);
|
|
if (shader->fragment_shader == GL_NONE)
|
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goto error_fragment;
|
|
|
|
shader->program = glCreateProgram();
|
|
glAttachShader(shader->program, shader->vertex_shader);
|
|
glAttachShader(shader->program, shader->fragment_shader);
|
|
|
|
glBindAttribLocation(shader->program, SHADER_ATTRIB_LOC_POSITION,
|
|
"position");
|
|
if (requirements->texcoord_input == SHADER_TEXCOORD_INPUT_ATTRIB)
|
|
glBindAttribLocation(shader->program,
|
|
SHADER_ATTRIB_LOC_TEXCOORD, "texcoord");
|
|
if (requirements->wireframe)
|
|
glBindAttribLocation(shader->program,
|
|
SHADER_ATTRIB_LOC_BARYCENTRIC,
|
|
"barycentric");
|
|
|
|
glLinkProgram(shader->program);
|
|
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
|
|
if (!status) {
|
|
glGetProgramInfoLog(shader->program, sizeof buffer, NULL,
|
|
buffer);
|
|
weston_log("link info: %s\n", buffer);
|
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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");
|
|
if (requirements->wireframe)
|
|
shader->tex_uniform_wireframe =
|
|
glGetUniformLocation(shader->program, "tex_wireframe");
|
|
if (gr->gl_version < gl_version(3, 0)) {
|
|
shader->swizzle_idx[0] = glGetUniformLocation(shader->program, "swizzle_idx[0]");
|
|
shader->swizzle_idx[1] = glGetUniformLocation(shader->program, "swizzle_idx[1]");
|
|
shader->swizzle_idx[2] = glGetUniformLocation(shader->program, "swizzle_idx[2]");
|
|
shader->swizzle_mask[0] = glGetUniformLocation(shader->program, "swizzle_mask[0]");
|
|
shader->swizzle_mask[1] = glGetUniformLocation(shader->program, "swizzle_mask[1]");
|
|
shader->swizzle_mask[2] = glGetUniformLocation(shader->program, "swizzle_mask[2]");
|
|
shader->swizzle_sub[0] = glGetUniformLocation(shader->program, "swizzle_sub[0]");
|
|
shader->swizzle_sub[1] = glGetUniformLocation(shader->program, "swizzle_sub[1]");
|
|
shader->swizzle_sub[2] = glGetUniformLocation(shader->program, "swizzle_sub[2]");
|
|
}
|
|
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;
|
|
}
|
|
if (requirements->tint) {
|
|
shader->tint_uniform = glGetUniformLocation(shader->program,
|
|
"tint");
|
|
assert(shader->tint_uniform != -1);
|
|
} else {
|
|
shader->tint_uniform = -1;
|
|
}
|
|
|
|
if (requirements->color_effect == SHADER_COLOR_EFFECT_CVD_CORRECTION) {
|
|
shader->cvd_correction_uniform =
|
|
glGetUniformLocation(shader->program, "cvd_correction_matrix");
|
|
} else {
|
|
shader->cvd_correction_uniform = -1;
|
|
}
|
|
|
|
get_curve_uniform_locations(gr, &shader->color_pre_curve,
|
|
requirements->color_pre_curve,
|
|
shader->program, "color_pre_curve");
|
|
get_curve_uniform_locations(gr, &shader->color_post_curve,
|
|
requirements->color_post_curve,
|
|
shader->program, "color_post_curve");
|
|
|
|
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.mat.matrix_uniform =
|
|
glGetUniformLocation(shader->program,
|
|
"color_mapping_matrix");
|
|
shader->color_mapping.mat.offset_uniform =
|
|
glGetUniformLocation(shader->program,
|
|
"color_mapping_offset");
|
|
break;
|
|
case SHADER_COLOR_MAPPING_IDENTITY:
|
|
break;
|
|
}
|
|
|
|
shader->yuv_coefficients_uniform =
|
|
glGetUniformLocation(shader->program, "yuv_coefficients");
|
|
shader->yuv_offsets_uniform = glGetUniformLocation(shader->program,
|
|
"yuv_offsets");
|
|
|
|
get_curve_uniform_locations(gr, &shader->fb_fetch_curve,
|
|
requirements->fb_fetch_curve,
|
|
shader->program, "fb_fetch_curve");
|
|
get_curve_uniform_locations(gr, &shader->fb_store_curve,
|
|
requirements->fb_store_curve,
|
|
shader->program, "fb_store_curve");
|
|
|
|
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;
|
|
|
|
if (!wl_list_empty(&gr->shader_list))
|
|
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->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);
|
|
}
|
|
}
|
|
|
|
static void
|
|
gl_shader_load_config_curve(struct weston_compositor *compositor,
|
|
enum gl_shader_color_curve type,
|
|
const union gl_shader_config_color_curve *sconf,
|
|
const union gl_shader_color_curve_uniforms *unif,
|
|
enum gl_tex_unit tex_unit)
|
|
{
|
|
GLsizei n_params;
|
|
|
|
switch (type) {
|
|
case SHADER_COLOR_CURVE_IDENTITY:
|
|
case SHADER_COLOR_CURVE_PQ:
|
|
case SHADER_COLOR_CURVE_PQ_INVERSE:
|
|
return;
|
|
case SHADER_COLOR_CURVE_LUT_3x1D:
|
|
assert(unif->lut_3x1d.tex_2d_uniform != -1);
|
|
assert(unif->lut_3x1d.scale_offset_uniform != -1);
|
|
assert(sconf->lut_3x1d.tex != 0);
|
|
assert(sconf->lut_3x1d.scale > 0.0);
|
|
assert(sconf->lut_3x1d.offset > 0.0);
|
|
|
|
glActiveTexture(GL_TEXTURE0 + tex_unit);
|
|
glBindTexture(GL_TEXTURE_2D, sconf->lut_3x1d.tex);
|
|
glUniform1i(unif->lut_3x1d.tex_2d_uniform, tex_unit);
|
|
glUniform2f(unif->lut_3x1d.scale_offset_uniform,
|
|
sconf->lut_3x1d.scale, sconf->lut_3x1d.offset);
|
|
return;
|
|
case SHADER_COLOR_CURVE_LINPOW:
|
|
case SHADER_COLOR_CURVE_POWLIN:
|
|
n_params = ARRAY_LENGTH(sconf->parametric.params.array);
|
|
glUniform1fv(unif->parametric.params_uniform, n_params,
|
|
sconf->parametric.params.array);
|
|
glUniform1i(unif->parametric.clamped_input_uniform,
|
|
sconf->parametric.clamped_input);
|
|
return;
|
|
}
|
|
|
|
weston_assert_not_reached(compositor, "unknown enum gl_shader_color_curve value");
|
|
}
|
|
|
|
static void
|
|
gl_shader_load_config_mapping(struct weston_compositor *compositor,
|
|
enum gl_shader_color_mapping mapping_type,
|
|
const union gl_shader_config_color_mapping *sconf,
|
|
const union gl_shader_color_mapping_uniforms *unif)
|
|
{
|
|
switch (mapping_type) {
|
|
case SHADER_COLOR_MAPPING_IDENTITY:
|
|
return;
|
|
case SHADER_COLOR_MAPPING_3DLUT:
|
|
assert(unif->lut3d.tex_uniform != -1);
|
|
assert(unif->lut3d.scale_offset_uniform != -1);
|
|
assert(sconf->lut3d.tex3d != 0);
|
|
assert(sconf->lut3d.scale > 0.0);
|
|
assert(sconf->lut3d.offset > 0.0);
|
|
|
|
glActiveTexture(GL_TEXTURE0 + TEX_UNIT_COLOR_MAPPING);
|
|
glBindTexture(GL_TEXTURE_3D, sconf->lut3d.tex3d);
|
|
glUniform1i(unif->lut3d.tex_uniform, TEX_UNIT_COLOR_MAPPING);
|
|
glUniform2f(unif->lut3d.scale_offset_uniform,
|
|
sconf->lut3d.scale, sconf->lut3d.offset);
|
|
return;
|
|
case SHADER_COLOR_MAPPING_MATRIX:
|
|
assert(unif->mat.matrix_uniform != -1);
|
|
assert(unif->mat.offset_uniform != -1);
|
|
|
|
glUniformMatrix3fv(unif->mat.matrix_uniform,
|
|
1, GL_FALSE, sconf->mat.matrix.colmaj);
|
|
glUniform3fv(unif->mat.offset_uniform, 1, sconf->mat.offset.el);
|
|
return;
|
|
}
|
|
|
|
weston_assert_not_reached(compositor, "unknown enum gl_shader_color_mapping value");
|
|
}
|
|
|
|
static void
|
|
gl_shader_load_config_representation(struct weston_compositor *compositor,
|
|
struct gl_shader *shader,
|
|
const struct gl_shader_config *sconf)
|
|
{
|
|
struct weston_color_representation_matrix cr_matrix;
|
|
|
|
if (sconf->yuv_coefficients == WESTON_COLOR_MATRIX_COEF_UNSET ||
|
|
sconf->yuv_coefficients == WESTON_COLOR_MATRIX_COEF_IDENTITY) {
|
|
/*
|
|
* In this case the yuv_coefficients and yuv_offsets uniforms
|
|
* should never be used and thus get optimized away by the
|
|
* shader compiler. Unfortunately on some drivers this is not
|
|
* the case, so we can't assert on it.
|
|
*/
|
|
return;
|
|
}
|
|
|
|
if (shader->yuv_coefficients_uniform == -1 ||
|
|
shader->yuv_offsets_uniform == -1) {
|
|
assert(shader->key.variant == SHADER_VARIANT_EXTERNAL);
|
|
return;
|
|
}
|
|
|
|
weston_get_color_representation_matrix(compositor,
|
|
sconf->yuv_coefficients, sconf->yuv_range, &cr_matrix);
|
|
|
|
glUniformMatrix3fv(shader->yuv_coefficients_uniform, 1, GL_FALSE,
|
|
cr_matrix.matrix.colmaj);
|
|
glUniform3fv(shader->yuv_offsets_uniform, 1, cr_matrix.offset.el);
|
|
}
|
|
|
|
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_Y_U_V:
|
|
case SHADER_VARIANT_Y_UV:
|
|
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_renderer *gr,
|
|
struct gl_shader *shader,
|
|
const struct gl_shader_config *sconf)
|
|
{
|
|
GLint *swizzles;
|
|
int swizzle_idx[4];
|
|
float swizzle_mask[4];
|
|
float swizzle_sub[4];
|
|
int i, j;
|
|
|
|
glUniformMatrix4fv(shader->proj_uniform,
|
|
1, GL_FALSE, sconf->projection.M.colmaj);
|
|
|
|
if (shader->surface_to_buffer_uniform != -1)
|
|
glUniformMatrix4fv(shader->surface_to_buffer_uniform,
|
|
1, GL_FALSE, sconf->surface_to_buffer.M.colmaj);
|
|
|
|
if (shader->color_uniform != -1) {
|
|
weston_log_scope_printf(gr->paint_node_scope,
|
|
"\t\tcolor: r: %.2f, g: %.2f, b: %.2f, a: %.2f\n",
|
|
sconf->unicolor[0], sconf->unicolor[1],
|
|
sconf->unicolor[2], sconf->unicolor[3]);
|
|
glUniform4fv(shader->color_uniform, 1, sconf->unicolor);
|
|
}
|
|
if (shader->tint_uniform != -1) {
|
|
weston_log_scope_printf(gr->paint_node_scope,
|
|
"\t\ttint: r: %.2f, g: %.2f, b: %.2f, a: %.2f\n",
|
|
sconf->tint[0], sconf->tint[1],
|
|
sconf->tint[2], sconf->tint[3]);
|
|
glUniform4fv(shader->tint_uniform, 1, sconf->tint);
|
|
}
|
|
|
|
weston_log_scope_printf(gr->paint_node_scope, "\t\talpha: %.2f\n", sconf->view_alpha);
|
|
glUniform1f(shader->view_alpha_uniform, sconf->view_alpha);
|
|
|
|
assert(sconf->input_num <= SHADER_INPUT_TEX_MAX);
|
|
for (i = 0; i < sconf->input_num; i++) {
|
|
assert(shader->tex_uniforms[i] != -1);
|
|
|
|
/* If the OpenGL ES implementation lacks swizzles as texture
|
|
* parameters (OpenGL ES 2), the fragment shader loads swizzling
|
|
* info from uniforms. */
|
|
if (gr->gl_version < gl_version(3, 0)) {
|
|
swizzles = sconf->input_param[i].swizzles.array;
|
|
for (j = 0; j < 4; j++) {
|
|
swizzle_idx[j] = swizzles[j] - GL_RED;
|
|
if (swizzle_idx[j] >= 0) {
|
|
/* Swizzle is GL_RED, GL_GREEN, GL_BLUE
|
|
* or GL_ALPHA. */
|
|
swizzle_mask[j] = 1.0f;
|
|
swizzle_sub[j] = 0.0f;
|
|
} else {
|
|
/* Swizzle is GL_ZERO (0) or GL_ONE
|
|
* (1). */
|
|
swizzle_idx[j] = 0;
|
|
swizzle_mask[j] = 0.0f;
|
|
swizzle_sub[j] = (float) swizzles[j];
|
|
}
|
|
}
|
|
glUniform4iv(shader->swizzle_idx[i], 1, swizzle_idx);
|
|
glUniform4fv(shader->swizzle_mask[i], 1, swizzle_mask);
|
|
glUniform4fv(shader->swizzle_sub[i], 1, swizzle_sub);
|
|
}
|
|
|
|
glUniform1i(shader->tex_uniforms[i], TEX_UNIT_IMAGES + i);
|
|
glActiveTexture(GL_TEXTURE0 + TEX_UNIT_IMAGES + i);
|
|
glBindTexture(sconf->input_param[i].target,
|
|
sconf->input_tex[i]);
|
|
if (sconf->input_tex[i])
|
|
gl_texture_parameters_flush(gr, &sconf->input_param[i]);
|
|
}
|
|
|
|
switch (sconf->req.color_effect) {
|
|
case SHADER_COLOR_EFFECT_NONE:
|
|
break;
|
|
case SHADER_COLOR_EFFECT_INVERSION:
|
|
weston_log_scope_printf(gr->paint_node_scope, "\t\tcolor effect: inversion\n");
|
|
break;
|
|
case SHADER_COLOR_EFFECT_GRAYSCALE:
|
|
weston_log_scope_printf(gr->paint_node_scope, "\t\tcolor effect: grayscale\n");
|
|
break;
|
|
case SHADER_COLOR_EFFECT_CVD_CORRECTION:
|
|
weston_assert_int_ne(gr->compositor, shader->cvd_correction_uniform, -1);
|
|
weston_log_scope_printf(gr->paint_node_scope, "\t\tcolor effect: cvd - %s\n",
|
|
weston_output_cvd_type_to_str(sconf->color_effect.cvd));
|
|
glUniformMatrix3fv(shader->cvd_correction_uniform,
|
|
1, GL_FALSE,
|
|
sconf->color_effect.cvd.correction.colmaj);
|
|
break;
|
|
}
|
|
|
|
/* Fixed texture unit for color_pre_curve LUT if it is available */
|
|
gl_shader_load_config_curve(gr->compositor, sconf->req.color_pre_curve,
|
|
&sconf->color_pre_curve, &shader->color_pre_curve,
|
|
TEX_UNIT_COLOR_PRE_CURVE);
|
|
gl_shader_load_config_mapping(gr->compositor, sconf->req.color_mapping,
|
|
&sconf->color_mapping, &shader->color_mapping);
|
|
gl_shader_load_config_curve(gr->compositor, sconf->req.color_post_curve,
|
|
&sconf->color_post_curve, &shader->color_post_curve,
|
|
TEX_UNIT_COLOR_POST_CURVE);
|
|
|
|
gl_shader_load_config_representation(gr->compositor, shader, sconf);
|
|
|
|
if (sconf->req.wireframe)
|
|
glUniform1i(shader->tex_uniform_wireframe, TEX_UNIT_WIREFRAME);
|
|
|
|
if (sconf->req.shader_blending) {
|
|
gl_shader_load_config_curve(gr->compositor, sconf->req.fb_fetch_curve,
|
|
&sconf->fb_fetch_curve, &shader->fb_fetch_curve,
|
|
TEX_UNIT_FB_FETCH_CURVE);
|
|
gl_shader_load_config_curve(gr->compositor, sconf->req.fb_store_curve,
|
|
&sconf->fb_store_curve, &shader->fb_store_curve,
|
|
TEX_UNIT_FB_STORE_CURVE);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
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);
|
|
weston_log_scope_printf(gr->paint_node_scope, "\t\tFailed to generate shader program. "
|
|
"Using the fallback shader\n");
|
|
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;
|
|
}
|
|
|
|
weston_log_scope_printf(gr->paint_node_scope,
|
|
"\t\t\tshader id: %d\n", gr->current_shader->program);
|
|
gl_shader_load_config(gr, shader, sconf);
|
|
|
|
return true;
|
|
}
|