diff options
Diffstat (limited to 'src/vrend_blitter.h')
-rw-r--r-- | src/vrend_blitter.h | 139 |
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 |