wip: render/gles2: add support for 3D LUT transforms

This commit is contained in:
Simon Ser 2022-10-26 14:45:22 +02:00
parent 451327d6b4
commit ddd47368f3
3 changed files with 84 additions and 11 deletions

View file

@ -64,6 +64,7 @@ struct wlr_gles2_renderer {
PFNGLPUSHDEBUGGROUPKHRPROC glPushDebugGroupKHR;
PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC glEGLImageTargetRenderbufferStorageOES;
PFNGLGETGRAPHICSRESETSTATUSKHRPROC glGetGraphicsResetStatusKHR;
PFNGLTEXIMAGE3DOESPROC glTexImage3DOES;
} procs;
struct {
@ -121,6 +122,16 @@ enum wlr_gles2_shader_source {
WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL = 4,
};
enum wlr_gles2_shader_color_transform {
WLR_GLES2_SHADER_COLOR_TRANSFORM_IDENTITY = 0,
WLR_GLES2_SHADER_COLOR_TRANSFORM_LUT_3D = 1,
};
struct wlr_gles2_shader_params {
enum wlr_gles2_shader_source source;
enum wlr_gles2_shader_color_transform color_transform;
};
bool is_gles2_pixel_format_supported(const struct wlr_gles2_renderer *renderer,
const struct wlr_gles2_pixel_format *format);
const struct wlr_gles2_pixel_format *get_gles2_format_from_drm(uint32_t fmt);

View file

@ -627,10 +627,12 @@ static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
}
static GLuint link_program(struct wlr_gles2_renderer *renderer,
enum wlr_gles2_shader_source source) {
const struct wlr_gles2_shader_params *params) {
static char frag_preamble[1024];
snprintf(frag_preamble, sizeof(frag_preamble),
"#define SOURCE %d\n", source);
"#define SOURCE %d\n"
"#define COLOR_TRANSFORM %d\n",
params->source, params->color_transform);
push_gles2_debug(renderer);
@ -676,8 +678,8 @@ error:
static bool link_tex_program(struct wlr_gles2_renderer *renderer,
struct wlr_gles2_tex_shader *shader,
enum wlr_gles2_shader_source source) {
shader->program = link_program(renderer, source);
const struct wlr_gles2_shader_params *params) {
shader->program = link_program(renderer, params);
if (!shader->program) {
return false;
}
@ -829,6 +831,10 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
}
}
if (check_gl_ext(exts_str, "GL_OES_texture_3D")) {
load_gl_proc(&renderer->procs.glTexImage3DOES, "glTexImage3DOES");
}
if (renderer->exts.KHR_debug) {
glEnable(GL_DEBUG_OUTPUT_KHR);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR);
@ -843,9 +849,18 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
push_gles2_debug(renderer);
enum wlr_gles2_shader_color_transform color_transform =
WLR_GLES2_SHADER_COLOR_TRANSFORM_IDENTITY;
if (renderer->procs.glTexImage3DOES != NULL) {
color_transform = WLR_GLES2_SHADER_COLOR_TRANSFORM_LUT_3D;
}
GLuint prog;
renderer->shaders.quad.program = prog =
link_program(renderer, WLR_GLES2_SHADER_SOURCE_SINGLE_COLOR);
link_program(renderer, &(struct wlr_gles2_shader_params){
.source = WLR_GLES2_SHADER_SOURCE_SINGLE_COLOR,
.color_transform = color_transform,
});
if (!renderer->shaders.quad.program) {
goto error;
}
@ -854,16 +869,25 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
if (!link_tex_program(renderer, &renderer->shaders.tex_rgba,
WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA)) {
&(struct wlr_gles2_shader_params){
.source = WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA,
.color_transform = color_transform,
})) {
goto error;
}
if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx,
WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX)) {
&(struct wlr_gles2_shader_params){
.source = WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX,
.color_transform = color_transform,
})) {
goto error;
}
if (renderer->exts.OES_egl_image_external &&
!link_tex_program(renderer, &renderer->shaders.tex_ext,
WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL)) {
&(struct wlr_gles2_shader_params){
.source = WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL,
.color_transform = color_transform,
})) {
goto error;
}

View file

@ -4,7 +4,11 @@
#define SOURCE_TEXTURE_RGBX 3
#define SOURCE_TEXTURE_EXTERNAL 4
#if !defined(SOURCE)
/* enum wlr_gles2_color_transform */
#define COLOR_TRANSFORM_IDENTITY 0
#define COLOR_TRANSFORM_LUT_3D 1
#if !defined(SOURCE) || !defined(COLOR_TRANSFORM)
#error "Missing shader preamble"
#endif
@ -12,6 +16,10 @@
#extension GL_OES_EGL_image_external : require
#endif
#if COLOR_TRANSFORM == COLOR_TRANSFORM_3DLUT
#extension GL_OES_texture_3D : require
#endif
precision mediump float;
varying vec2 v_texcoord;
@ -30,6 +38,12 @@ uniform float alpha;
const float alpha = 1.0;
#endif
#if COLOR_TRANSFORM == COLOR_TRANSFORM_LUT_3D
uniform mediump sampler3D lut_3d;
uniform float lut_3d_offset;
uniform float lut_3d_scale;
#endif
vec4 sample_texture() {
#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL
return texture2D(tex, v_texcoord);
@ -40,6 +54,30 @@ vec4 sample_texture() {
#endif
}
void main() {
gl_FragColor = sample_texture() * alpha;
vec4 transform_color(vec4 color) {
#if COLOR_TRANSFORM == COLOR_TRANSFORM_IDENTITY
return color;
#elif COLOR_TRANSFORM == COLOR_TRANSFORM_LUT_3D
vec3 pos = lut_3d_offset + color * lut_3d_scale;
return texture3D(lut_3d, pos).rgb;
#endif
}
void main() {
vec4 color = sample_texture() * alpha;
#if COLOR_TRANSFORM != COLOR_TRANSFORM_IDENTITY
// Convert from pre-multiplied alpha to straight alpha
if (color.a == 0.0)
color.rgb = vec3(0.0, 0.0, 0.0);
else
color.rgb /= color.a;
color = transform_color(color);
// Convert from straight alpha to pre-multiplied alpha
color.rgb *= color.a;
#endif
gl_FragColor = color;
}