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

@ -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;
}