| /************************************************************************** |
| * |
| * Copyright (C) 2014 Red Hat Inc. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
| * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
| * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
| * OTHER DEALINGS IN THE SOFTWARE. |
| * |
| **************************************************************************/ |
| #ifndef VREND_BLITTER_H |
| #define VREND_BLITTER_H |
| |
| #include "util/os_misc.h" |
| #include "util/macros.h" |
| |
| /* shaders for blitting */ |
| |
| #define FS_HEADER_GL \ |
| "#version 130\n" \ |
| "// Blitter\n" \ |
| "%s" \ |
| |
| #define FS_HEADER_GLES \ |
| "#version 310 es\n" \ |
| "// Blitter\n" \ |
| "%s" \ |
| "precision mediump float;\n" \ |
| |
| #define FS_HEADER_GLES_MS_ARRAY \ |
| "#version 310 es\n" \ |
| "// Blitter\n" \ |
| "#extension GL_OES_texture_storage_multisample_2d_array: require\n" \ |
| "%s" \ |
| "precision mediump float;\n" \ |
| |
| #define HEADER_GL \ |
| "#version 130\n" \ |
| "// Blitter\n" \ |
| |
| #define HEADER_GLES \ |
| "#version 310 es\n" \ |
| "// Blitter\n" \ |
| "precision mediump float;\n" \ |
| |
| #define HEADER_GLES_MS_ARRAY \ |
| "#version 310 es\n" \ |
| "// Blitter\n" \ |
| "#extension GL_OES_texture_storage_multisample_2d_array: require\n" \ |
| "precision mediump float;\n" \ |
| |
| |
| #define FS_FUNC_COL_SRGB_DECODE \ |
| "cvec4 srgb_decode(cvec4 col) {\n" \ |
| " vec3 temp = vec3(col.rgb);\n" \ |
| " bvec3 thresh = lessThanEqual(temp, vec3(0.04045));\n" \ |
| " vec3 a = temp / vec3(12.92);\n" \ |
| " vec3 b = pow((temp + vec3(0.055)) / vec3(1.055), vec3(2.4));\n" \ |
| " return cvec4(clamp(mix(b, a, thresh), 0.0, 1.0), col.a);\n" \ |
| "}\n" |
| |
| #define FS_FUNC_COL_SRGB_ENCODE \ |
| "cvec4 srgb_encode(cvec4 col) {\n" \ |
| " vec3 temp = vec3(col.rgb);\n" \ |
| " bvec3 thresh = lessThanEqual(temp, vec3(0.0031308));\n" \ |
| " vec3 a = temp * vec3(12.92);\n" \ |
| " vec3 b = (vec3(1.055) * pow(temp, vec3(1.0 / 2.4))) - vec3(0.055);\n" \ |
| " return cvec4(mix(b, a, thresh), col.a);\n" \ |
| "}\n" |
| |
| |
| #define VS_PASSTHROUGH_BODY \ |
| "in vec4 arg0;\n" \ |
| "in vec4 arg1;\n" \ |
| "out vec4 tc;\n" \ |
| "void main() {\n" \ |
| " gl_Position = arg0;\n" \ |
| " tc = arg1;\n" \ |
| "}\n" |
| |
| #define VS_PASSTHROUGH_GL HEADER_GL VS_PASSTHROUGH_BODY |
| #define VS_PASSTHROUGH_GLES HEADER_GLES VS_PASSTHROUGH_BODY |
| |
| #define FS_TEXFETCH_COL_BODY \ |
| "#define cvec4 %s\n" \ |
| "%s\n" /* conditional decode() */ \ |
| "%s\n" /* conditional encode() */ \ |
| "#define decode %s\n" \ |
| "#define encode %s\n" \ |
| "uniform mediump %csampler%s samp;\n" \ |
| "in vec4 tc;\n" \ |
| "out cvec4 FragColor;\n" \ |
| "void main() {\n" \ |
| " cvec4 texel = decode(cvec4(texture(samp, tc%s)));\n" \ |
| " FragColor = encode(cvec4(%s));\n" \ |
| "}\n" |
| |
| #define FS_TEXFETCH_COL_GLES_1D_BODY \ |
| "#define cvec4 %s\n" \ |
| "%s\n" /* conditional decode() */ \ |
| "%s\n" /* conditional encode() */ \ |
| "#define decode %s\n" \ |
| "#define encode %s\n" \ |
| "uniform mediump %csampler%s samp;\n" \ |
| "in vec4 tc;\n" \ |
| "out cvec4 FragColor;\n" \ |
| "void main() {\n" \ |
| " cvec4 texel = decode(texture(samp, vec2(tc%s, 0.5)));\n" \ |
| " FragColor = encode(cvec4(%s));\n" \ |
| "}\n" |
| |
| #define FS_TEXFETCH_COL_GL FS_HEADER_GL FS_TEXFETCH_COL_BODY |
| #define FS_TEXFETCH_COL_GLES FS_HEADER_GLES FS_TEXFETCH_COL_BODY |
| #define FS_TEXFETCH_COL_GLES_1D FS_HEADER_GLES FS_TEXFETCH_COL_GLES_1D_BODY |
| |
| #define FS_TEXFETCH_COL_MSAA_BODY \ |
| "#define cvec4 %s\n" \ |
| "%s\n" /* conditional decode() */ \ |
| "%s\n" /* conditional encode() */ \ |
| "#define decode %s\n" \ |
| "#define encode %s\n" \ |
| "uniform mediump %csampler%s samp;\n" \ |
| "in vec4 tc;\n" \ |
| "out cvec4 FragColor;\n" \ |
| "void main() {\n" \ |
| " const int num_samples = %d;\n" \ |
| " cvec4 texel = cvec4(0);\n" \ |
| " for (int i = 0; i < num_samples; ++i) \n" \ |
| " texel += decode(texelFetch(samp, %s(tc%s), i));\n" \ |
| " texel = texel / cvec4(num_samples);\n" \ |
| " FragColor = encode(cvec4(%s));\n" \ |
| "}\n" |
| |
| #define FS_TEXFETCH_COL_MSAA_GL FS_HEADER_GL FS_TEXFETCH_COL_MSAA_BODY |
| #define FS_TEXFETCH_COL_MSAA_GLES FS_HEADER_GLES FS_TEXFETCH_COL_MSAA_BODY |
| #define FS_TEXFETCH_COL_MSAA_ARRAY_GLES FS_HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY |
| |
| #define FS_TEXFETCH_DS_BODY \ |
| "uniform mediump sampler%s samp;\n" \ |
| "in vec4 tc;\n" \ |
| "void main() {\n" \ |
| " gl_FragDepth = float(texture(samp, tc%s).x);\n" \ |
| "}\n" |
| |
| #define FS_TEXFETCH_DS_GL HEADER_GL FS_TEXFETCH_DS_BODY |
| #define FS_TEXFETCH_DS_GLES HEADER_GLES FS_TEXFETCH_DS_BODY |
| |
| #define FS_TEXFETCH_DS_MSAA_BODY \ |
| "#extension GL_ARB_texture_multisample : enable\n" \ |
| "uniform sampler%s samp;\n" \ |
| "in vec4 tc;\n" \ |
| "void main() {\n" \ |
| " gl_FragDepth = float(texelFetch(samp, %s(tc%s), 0).x);\n" \ |
| "}\n" |
| |
| #define FS_TEXFETCH_DS_MSAA_BODY_GLES \ |
| "uniform mediump sampler%s samp;\n" \ |
| "in vec4 tc;\n" \ |
| "void main() {\n" \ |
| " gl_FragDepth = float(texelFetch(samp, %s(tc%s), 0).x);\n" \ |
| "}\n" |
| |
| |
| struct vrend_context; |
| struct vrend_resource; |
| struct vrend_blit_info; |
| #define FS_TEXFETCH_DS_MSAA_GL HEADER_GL FS_TEXFETCH_DS_MSAA_BODY |
| #define FS_TEXFETCH_DS_MSAA_GLES HEADER_GLES FS_TEXFETCH_DS_MSAA_BODY_GLES |
| #define FS_TEXFETCH_DS_MSAA_ARRAY_GLES HEADER_GLES_MS_ARRAY FS_TEXFETCH_DS_MSAA_BODY_GLES |
| |
| /* implement blitting using OpenGL. */ |
| void vrend_renderer_blit_gl(ASSERTED struct vrend_context *ctx, |
| struct vrend_resource *src_res, |
| struct vrend_resource *dst_res, |
| const struct vrend_blit_info *info); |
| void vrend_blitter_fini(void); |
| |
| #endif |