color management

This commit is contained in:
Devin Bayer 2020-07-14 17:01:25 +00:00
parent 842df2bd6c
commit 10bf68b928
13 changed files with 401 additions and 59 deletions

View file

@ -161,6 +161,15 @@ static bool gles2_render_subtexture_with_matrix(
glEnableVertexAttribArray(shader->pos_attrib);
glEnableVertexAttribArray(shader->tex_attrib);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GLuint color_table = color_build_lut(wlr_texture->color, wlr_renderer->color);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, color_table);
glUniform1i(shader->color_table, 1);
glUniform1i(shader->color_enable, color_table != 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->pos_attrib);
@ -182,11 +191,14 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
float transposition[9];
wlr_matrix_transpose(transposition, matrix);
float converted[4];
color_convert(NULL, wlr_renderer->color, color, converted);
PUSH_GLES2_DEBUG;
glUseProgram(renderer->shaders.quad.program);
glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, transposition);
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
glUniform4f(renderer->shaders.quad.color, converted[0], converted[1], converted[2], converted[3]);
glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
@ -217,11 +229,14 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
0, 1, // bottom left
};
float converted[4];
color_convert(NULL, wlr_renderer->color, color, converted);
PUSH_GLES2_DEBUG;
glUseProgram(renderer->shaders.ellipse.program);
glUniformMatrix3fv(renderer->shaders.ellipse.proj, 1, GL_FALSE, transposition);
glUniform4f(renderer->shaders.ellipse.color, color[0], color[1], color[2], color[3]);
glUniform4f(renderer->shaders.ellipse.color, converted[0], converted[1], converted[2], converted[3]);
glVertexAttribPointer(renderer->shaders.ellipse.pos_attrib, 2, GL_FLOAT,
GL_FALSE, 0, verts);
@ -258,7 +273,7 @@ static bool gles2_resource_is_wl_drm_buffer(struct wlr_renderer *wlr_renderer,
EGLint fmt;
return renderer->egl->procs.eglQueryWaylandBufferWL(renderer->egl->display,
resource, EGL_TEXTURE_FORMAT, &fmt);
resource, EGL_TEXTURE_FORMAT, &fmt);
}
static void gles2_wl_drm_buffer_get_size(struct wlr_renderer *wlr_renderer,
@ -665,9 +680,41 @@ extern const GLchar quad_vertex_src[];
extern const GLchar quad_fragment_src[];
extern const GLchar ellipse_fragment_src[];
extern const GLchar tex_vertex_src[];
extern const GLchar tex_fragment_src_rgba[];
extern const GLchar tex_fragment_src_rgbx[];
extern const GLchar tex_fragment_src_external[];
extern struct wlr_gles2_tex_shader
tex_fragment_src_rgba,
tex_fragment_src_rgbx,
tex_fragment_src_external;
// return true on success
static bool build_tex_shader(struct wlr_gles2_tex_shader *shader)
{
GLuint prog;
char fragsrc[100000] = "";
int n = snprintf(fragsrc, sizeof(fragsrc), "%s\n%s\nvoid main() {\n%s\n}\n",
shader->head,
shader->util,
shader->main);
assert(n < (int)sizeof(fragsrc));
shader->program = prog = link_program(tex_vertex_src, fragsrc);
if (!prog) {
return false;
}
shader->proj = glGetUniformLocation(prog, "proj");
shader->invert_y = glGetUniformLocation(prog, "invert_y");
shader->tex = glGetUniformLocation(prog, "tex");
shader->alpha = glGetUniformLocation(prog, "alpha");
shader->pos_attrib = glGetAttribLocation(prog, "pos");
shader->tex_attrib = glGetAttribLocation(prog, "texcoord");
shader->color_table = glGetUniformLocation(prog, "color_table");
shader->color_enable = glGetUniformLocation(prog, "color_enable");
return true;
}
struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
if (!wlr_egl_make_current(egl, EGL_NO_SURFACE, NULL)) {
@ -695,6 +742,8 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
wlr_log(WLR_INFO, "GL renderer: %s", glGetString(GL_RENDERER));
wlr_log(WLR_INFO, "Supported GLES2 extensions: %s", exts_str);
color_engine_setup();
if (!check_gl_ext(exts_str, "GL_EXT_texture_format_BGRA8888")) {
wlr_log(WLR_ERROR, "BGRA8888 format not supported by GLES2");
free(renderer);
@ -731,9 +780,9 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
// Silence unwanted message types
gles2_procs.glDebugMessageControlKHR(GL_DONT_CARE,
GL_DEBUG_TYPE_POP_GROUP_KHR, GL_DONT_CARE, 0, NULL, GL_FALSE);
GL_DEBUG_TYPE_POP_GROUP_KHR, GL_DONT_CARE, 0, NULL, GL_FALSE);
gles2_procs.glDebugMessageControlKHR(GL_DONT_CARE,
GL_DEBUG_TYPE_PUSH_GROUP_KHR, GL_DONT_CARE, 0, NULL, GL_FALSE);
GL_DEBUG_TYPE_PUSH_GROUP_KHR, GL_DONT_CARE, 0, NULL, GL_FALSE);
}
PUSH_GLES2_DEBUG;
@ -758,42 +807,21 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.ellipse.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.ellipse.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgba.program = prog =
link_program(tex_vertex_src, tex_fragment_src_rgba);
if (!renderer->shaders.tex_rgba.program) {
renderer->shaders.tex_rgba = tex_fragment_src_rgba;
if(! build_tex_shader(&renderer->shaders.tex_rgba)) {
goto error;
}
renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.tex_rgba.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgbx.program = prog =
link_program(tex_vertex_src, tex_fragment_src_rgbx);
if (!renderer->shaders.tex_rgbx.program) {
renderer->shaders.tex_rgbx = tex_fragment_src_rgbx;
if(! build_tex_shader(&renderer->shaders.tex_rgbx)) {
goto error;
}
renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.tex_rgbx.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
if (renderer->exts.egl_image_external_oes) {
renderer->shaders.tex_ext.program = prog =
link_program(tex_vertex_src, tex_fragment_src_external);
if (!renderer->shaders.tex_ext.program) {
renderer->shaders.tex_ext = tex_fragment_src_external;
if(! build_tex_shader(&renderer->shaders.tex_ext)) {
goto error;
}
renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.tex_ext.invert_y = glGetUniformLocation(prog, "invert_y");
renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
}
POP_GLES2_DEBUG;