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-rw-r--r--src/vrend_blitter.h139
1 files changed, 98 insertions, 41 deletions
diff --git a/src/vrend_blitter.h b/src/vrend_blitter.h
index c4a7adbe..91e24352 100644
--- a/src/vrend_blitter.h
+++ b/src/vrend_blitter.h
@@ -24,8 +24,29 @@
#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" \
@@ -42,6 +63,25 @@
"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" \
@@ -54,51 +94,59 @@
#define VS_PASSTHROUGH_GL HEADER_GL VS_PASSTHROUGH_BODY
#define VS_PASSTHROUGH_GLES HEADER_GLES VS_PASSTHROUGH_BODY
-
-#define FS_TEXFETCH_COL_BODY \
- "%s" \
- "#define cvec4 %s\n" \
- "uniform mediump %csampler%s samp;\n" \
- "in vec4 tc;\n" \
- "out cvec4 FragColor;\n" \
- "void main() {\n" \
- " cvec4 texel = texture(samp, tc%s);\n" \
- " FragColor = cvec4(%s);\n" \
+#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 \
- "%s" \
- "#define cvec4 %s\n" \
- "uniform mediump %csampler%s samp;\n" \
- "in vec4 tc;\n" \
- "out cvec4 FragColor;\n" \
- "void main() {\n" \
- " cvec4 texel = texture(samp, vec2(tc%s, 0.5));\n" \
- " FragColor = cvec4(%s);\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 HEADER_GL FS_TEXFETCH_COL_BODY
-#define FS_TEXFETCH_COL_GLES HEADER_GLES FS_TEXFETCH_COL_BODY
-#define FS_TEXFETCH_COL_GLES_1D HEADER_GLES FS_TEXFETCH_COL_GLES_1D_BODY
-
-#define FS_TEXFETCH_COL_MSAA_BODY \
- "%s" \
- "#define cvec4 %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 += texelFetch(samp, %s(tc%s), i);\n" \
- " texel = texel / cvec4(num_samples);\n" \
- " FragColor = cvec4(%s);\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 HEADER_GL FS_TEXFETCH_COL_MSAA_BODY
-#define FS_TEXFETCH_COL_MSAA_GLES HEADER_GLES FS_TEXFETCH_COL_MSAA_BODY
-#define FS_TEXFETCH_COL_MSAA_ARRAY_GLES HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY
+#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" \
@@ -115,20 +163,29 @@
"uniform sampler%s samp;\n" \
"in vec4 tc;\n" \
"void main() {\n" \
- " gl_FragDepth = float(texelFetch(samp, %s(tc%s), int(tc.z)).x);\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), int(tc.z)).x);\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