mirror of
https://repo.dec05eba.com/gpu-screen-recorder
synced 2026-03-31 09:07:13 +09:00
Remove compute shader. It doesn't improve performance and it has worse UV quality because of incorrect pixel colors
This commit is contained in:
@@ -1,23 +1,9 @@
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#include "../include/color_conversion.h"
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#include "../include/egl.h"
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#include <stdio.h>
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#include <math.h>
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#include <string.h>
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#include <assert.h>
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#define COMPUTE_SHADER_INDEX_Y 0
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#define COMPUTE_SHADER_INDEX_UV 1
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#define COMPUTE_SHADER_INDEX_Y_EXTERNAL 2
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#define COMPUTE_SHADER_INDEX_UV_EXTERNAL 3
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#define COMPUTE_SHADER_INDEX_RGB 4
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#define COMPUTE_SHADER_INDEX_RGB_EXTERNAL 5
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#define COMPUTE_SHADER_INDEX_Y_BLEND 6
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#define COMPUTE_SHADER_INDEX_UV_BLEND 7
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#define COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND 8
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#define COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND 9
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#define COMPUTE_SHADER_INDEX_RGB_BLEND 10
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#define COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND 11
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#define GRAPHICS_SHADER_INDEX_Y 0
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#define GRAPHICS_SHADER_INDEX_UV 1
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#define GRAPHICS_SHADER_INDEX_Y_EXTERNAL 2
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@@ -85,156 +71,6 @@ static const char* color_format_range_get_transform_matrix(gsr_destination_color
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return NULL;
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}
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static void get_compute_shader_header(char *header, size_t header_size, bool external_texture) {
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if(external_texture) {
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snprintf(header, header_size,
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"#version 310 es\n"
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"#extension GL_OES_EGL_image_external : enable\n"
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"#extension GL_OES_EGL_image_external_essl3 : require\n"
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"layout(binding = 0) uniform highp samplerExternalOES img_input;\n"
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"layout(binding = 1) uniform highp sampler2D img_background;\n");
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} else {
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snprintf(header, header_size,
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"#version 310 es\n"
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"layout(binding = 0) uniform highp sampler2D img_input;\n"
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"layout(binding = 1) uniform highp sampler2D img_background;\n");
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}
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}
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static int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) {
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const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
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char header[512];
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get_compute_shader_header(header, sizeof(header), external_texture);
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char compute_shader[4096];
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snprintf(compute_shader, sizeof(compute_shader),
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"%s"
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"layout (local_size_x = %d, local_size_y = %d, local_size_z = 1) in;\n"
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"precision highp float;\n"
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"uniform ivec2 source_position;\n"
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"uniform ivec2 target_position;\n"
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"uniform vec2 scale;\n"
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"uniform mat2 rotation_matrix;\n"
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"layout(rgba8, binding = 0) writeonly uniform highp image2D img_output;\n"
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"%s"
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"void main() {\n"
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" ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);\n"
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" ivec2 size = ivec2(vec2(textureSize(img_input, 0)) * scale + 0.5);\n"
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" ivec2 size_shift = size >> 1;\n" // size/2
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" ivec2 output_size = textureSize(img_background, 0);\n"
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" vec2 rotated_texel_coord = vec2(texel_coord - source_position - size_shift) * rotation_matrix + vec2(size_shift) + 0.5;\n"
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" vec2 output_texel_coord = vec2(texel_coord - source_position + target_position) + 0.5;\n"
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" vec2 source_color_coords = rotated_texel_coord/vec2(size);\n"
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" vec4 source_color = texture(img_input, source_color_coords);\n"
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" if(source_color_coords.x > 1.0 || source_color_coords.y > 1.0)\n"
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" source_color.rgba = vec4(0.0, 0.0, 0.0, %s);\n"
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" vec4 source_color_yuv = RGBtoYUV * vec4(source_color.rgb, 1.0);\n"
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" vec4 output_color_yuv = %s;\n"
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" float y_color = mix(output_color_yuv.r, source_color_yuv.r, source_color.a);\n"
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" imageStore(img_output, texel_coord + target_position, vec4(y_color, 1.0, 1.0, 1.0));\n"
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"}\n", header, max_local_size_dim, max_local_size_dim, color_transform_matrix,
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alpha_blending ? "0.0" : "1.0",
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alpha_blending ? "texture(img_background, output_texel_coord/vec2(output_size))" : "source_color_yuv");
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if(gsr_shader_init(shader, egl, NULL, NULL, compute_shader) != 0)
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return -1;
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uniforms->source_position = egl->glGetUniformLocation(shader->program_id, "source_position");
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uniforms->target_position = egl->glGetUniformLocation(shader->program_id, "target_position");
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uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
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uniforms->scale = egl->glGetUniformLocation(shader->program_id, "scale");
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return 0;
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}
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static int load_compute_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) {
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const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
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char header[512];
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get_compute_shader_header(header, sizeof(header), external_texture);
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char compute_shader[4096];
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snprintf(compute_shader, sizeof(compute_shader),
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"%s"
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"layout (local_size_x = %d, local_size_y = %d, local_size_z = 1) in;\n"
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"precision highp float;\n"
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"uniform ivec2 source_position;\n"
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"uniform ivec2 target_position;\n"
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"uniform vec2 scale;\n"
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"uniform mat2 rotation_matrix;\n"
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"layout(rgba8, binding = 0) writeonly uniform highp image2D img_output;\n"
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"%s"
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"void main() {\n"
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" ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);\n"
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" ivec2 size = ivec2(vec2(textureSize(img_input, 0)) * scale + 0.5);\n"
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" ivec2 size_shift = size >> 2;\n" // size/4
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" ivec2 output_size = textureSize(img_background, 0);\n"
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" vec2 rotated_texel_coord = vec2(texel_coord - source_position - size_shift) * rotation_matrix + vec2(size_shift) + 0.5;\n"
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" vec2 output_texel_coord = vec2(texel_coord - source_position + target_position) + 0.5;\n"
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" vec2 source_color_coords = rotated_texel_coord/vec2(size>>1);\n"
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" vec4 source_color = texture(img_input, source_color_coords);\n" // size/2
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" if(source_color_coords.x > 1.0 || source_color_coords.y > 1.0)\n"
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" source_color.rgba = vec4(0.0, 0.0, 0.0, %s);\n"
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" vec4 source_color_yuv = RGBtoYUV * vec4(source_color.rgb, 1.0);\n"
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" vec4 output_color_yuv = %s;\n"
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" vec2 uv_color = mix(output_color_yuv.rg, source_color_yuv.gb, source_color.a);\n"
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" imageStore(img_output, texel_coord + target_position, vec4(uv_color, 1.0, 1.0));\n"
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"}\n", header, max_local_size_dim, max_local_size_dim, color_transform_matrix,
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alpha_blending ? "0.0" : "1.0",
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alpha_blending ? "texture(img_background, output_texel_coord/vec2(output_size))" : "source_color_yuv");
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if(gsr_shader_init(shader, egl, NULL, NULL, compute_shader) != 0)
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return -1;
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uniforms->source_position = egl->glGetUniformLocation(shader->program_id, "source_position");
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uniforms->target_position = egl->glGetUniformLocation(shader->program_id, "target_position");
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uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
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uniforms->scale = egl->glGetUniformLocation(shader->program_id, "scale");
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return 0;
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}
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static int load_compute_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, bool external_texture, bool alpha_blending) {
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char header[512];
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get_compute_shader_header(header, sizeof(header), external_texture);
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char compute_shader[4096];
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snprintf(compute_shader, sizeof(compute_shader),
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"%s"
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"layout (local_size_x = %d, local_size_y = %d, local_size_z = 1) in;\n"
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"precision highp float;\n"
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"uniform ivec2 source_position;\n"
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"uniform ivec2 target_position;\n"
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"uniform vec2 scale;\n"
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"uniform mat2 rotation_matrix;\n"
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"layout(rgba8, binding = 0) writeonly uniform highp image2D img_output;\n"
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"void main() {\n"
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" ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);\n"
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" ivec2 size = ivec2(vec2(textureSize(img_input, 0)) * scale + 0.5);\n"
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" ivec2 size_shift = size >> 1;\n" // size/2
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" ivec2 output_size = textureSize(img_background, 0);\n"
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" vec2 rotated_texel_coord = vec2(texel_coord - source_position - size_shift) * rotation_matrix + vec2(size_shift) + 0.5;\n"
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" vec2 output_texel_coord = vec2(texel_coord - source_position + target_position) + 0.5;\n"
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" vec2 source_color_coords = rotated_texel_coord/vec2(size);\n"
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" vec4 source_color = texture(img_input, source_color_coords);\n"
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" if(source_color_coords.x > 1.0 || source_color_coords.y > 1.0)\n"
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" source_color.rgba = vec4(0.0, 0.0, 0.0, %s);\n"
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" vec4 output_color = %s;\n"
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" vec3 color = mix(output_color.rgb, source_color.rgb, source_color.a);\n"
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" imageStore(img_output, texel_coord + target_position, vec4(color, 1.0));\n"
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"}\n", header, max_local_size_dim, max_local_size_dim,
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alpha_blending ? "0.0" : "1.0",
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alpha_blending ? "texture(img_background, output_texel_coord/vec2(output_size))" : "source_color");
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if(gsr_shader_init(shader, egl, NULL, NULL, compute_shader) != 0)
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return -1;
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uniforms->source_position = egl->glGetUniformLocation(shader->program_id, "source_position");
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uniforms->target_position = egl->glGetUniformLocation(shader->program_id, "target_position");
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uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
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uniforms->scale = egl->glGetUniformLocation(shader->program_id, "scale");
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return 0;
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}
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static int load_graphics_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) {
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const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
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@@ -287,7 +123,7 @@ static int load_graphics_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_gr
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"} \n", color_transform_matrix, main_code);
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}
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if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0)
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if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
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return -1;
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gsr_shader_bind_attribute_location(shader, "pos", 0);
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@@ -349,7 +185,7 @@ static unsigned int load_graphics_shader_uv(gsr_shader *shader, gsr_egl *egl, gs
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"} \n", color_transform_matrix, main_code);
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}
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if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0)
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if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
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return -1;
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gsr_shader_bind_attribute_location(shader, "pos", 0);
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@@ -406,7 +242,7 @@ static unsigned int load_graphics_shader_rgb(gsr_shader *shader, gsr_egl *egl, g
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"} \n", main_code);
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}
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if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0)
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if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
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return -1;
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gsr_shader_bind_attribute_location(shader, "pos", 0);
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@@ -465,88 +301,6 @@ static int create_vertices(gsr_color_conversion *self) {
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return 0;
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}
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static bool gsr_color_conversion_load_compute_shaders(gsr_color_conversion *self) {
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switch(self->params.destination_color) {
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case GSR_DESTINATION_COLOR_NV12:
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case GSR_DESTINATION_COLOR_P010: {
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if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, false) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
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return false;
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}
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if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, false) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
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return false;
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}
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if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, true) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
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return false;
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}
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if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, true) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
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return false;
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}
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break;
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}
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case GSR_DESTINATION_COLOR_RGB8: {
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if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB], self->max_local_size_dim, false, false) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
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return false;
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}
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if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_BLEND], self->max_local_size_dim, false, true) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
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return false;
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}
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break;
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}
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}
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return true;
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}
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static bool gsr_color_conversion_load_external_compute_shaders(gsr_color_conversion *self) {
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switch(self->params.destination_color) {
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case GSR_DESTINATION_COLOR_NV12:
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case GSR_DESTINATION_COLOR_P010: {
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if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_EXTERNAL], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, false) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
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return false;
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}
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if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_EXTERNAL], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, false) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
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return false;
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}
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if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, true) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
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return false;
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}
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if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, true) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
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return false;
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}
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break;
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}
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case GSR_DESTINATION_COLOR_RGB8: {
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if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_EXTERNAL], self->max_local_size_dim, true, false) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
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return false;
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}
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if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND], self->max_local_size_dim, true, true) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
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return false;
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}
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break;
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}
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}
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return true;
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}
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static bool gsr_color_conversion_load_graphics_shaders(gsr_color_conversion *self) {
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switch(self->params.destination_color) {
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case GSR_DESTINATION_COLOR_NV12:
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@@ -605,10 +359,6 @@ int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conver
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memset(self, 0, sizeof(*self));
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self->params.egl = params->egl;
|
||||
self->params = *params;
|
||||
|
||||
int max_compute_work_group_invocations = 256;
|
||||
self->params.egl->glGetIntegerv(GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS, &max_compute_work_group_invocations);
|
||||
self->max_local_size_dim = sqrt(max_compute_work_group_invocations);
|
||||
|
||||
switch(self->params.destination_color) {
|
||||
case GSR_DESTINATION_COLOR_NV12:
|
||||
@@ -628,33 +378,12 @@ int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conver
|
||||
}
|
||||
}
|
||||
|
||||
if(self->params.force_graphics_shader) {
|
||||
self->compute_shaders_failed_to_load = true;
|
||||
self->external_compute_shaders_failed_to_load = true;
|
||||
|
||||
if(!gsr_color_conversion_load_graphics_shaders(self))
|
||||
if(!gsr_color_conversion_load_graphics_shaders(self))
|
||||
goto err;
|
||||
|
||||
if(self->params.load_external_image_shader) {
|
||||
if(!gsr_color_conversion_load_external_graphics_shaders(self))
|
||||
goto err;
|
||||
|
||||
if(self->params.load_external_image_shader) {
|
||||
if(!gsr_color_conversion_load_external_graphics_shaders(self))
|
||||
goto err;
|
||||
}
|
||||
} else {
|
||||
if(!gsr_color_conversion_load_compute_shaders(self)) {
|
||||
self->compute_shaders_failed_to_load = true;
|
||||
fprintf(stderr, "gsr info: failed to load one or more compute shaders, run gpu-screen-recorder with the '-gl-debug yes' option to see why. Falling back to slower graphics shader instead\n");
|
||||
if(!gsr_color_conversion_load_graphics_shaders(self))
|
||||
goto err;
|
||||
}
|
||||
|
||||
if(self->params.load_external_image_shader) {
|
||||
if(!gsr_color_conversion_load_external_compute_shaders(self)) {
|
||||
self->external_compute_shaders_failed_to_load = true;
|
||||
fprintf(stderr, "gsr info: failed to load one or more external compute shaders, run gpu-screen-recorder with the '-gl-debug yes' option to see why. Falling back to slower graphics shader instead\n");
|
||||
if(!gsr_color_conversion_load_external_graphics_shaders(self))
|
||||
goto err;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(load_framebuffers(self) != 0)
|
||||
@@ -689,10 +418,6 @@ void gsr_color_conversion_deinit(gsr_color_conversion *self) {
|
||||
self->framebuffers[i] = 0;
|
||||
}
|
||||
|
||||
for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_COMPUTE_SHADERS; ++i) {
|
||||
gsr_shader_deinit(&self->compute_shaders[i]);
|
||||
}
|
||||
|
||||
for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_GRAPHICS_SHADERS; ++i) {
|
||||
gsr_shader_deinit(&self->graphics_shaders[i]);
|
||||
}
|
||||
@@ -751,78 +476,6 @@ static void gsr_color_conversion_swizzle_reset(gsr_color_conversion *self, gsr_s
|
||||
}
|
||||
}
|
||||
|
||||
typedef enum {
|
||||
GSR_COLOR_COMP_Y,
|
||||
GSR_COLOR_COMP_UV,
|
||||
GSR_COLOR_COMP_RGB
|
||||
} gsr_color_component;
|
||||
|
||||
static int color_component_get_destination_texture_index(gsr_color_component color_component) {
|
||||
switch(color_component) {
|
||||
case GSR_COLOR_COMP_Y: return 0;
|
||||
case GSR_COLOR_COMP_UV: return 1;
|
||||
case GSR_COLOR_COMP_RGB: return 0;
|
||||
}
|
||||
assert(false);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static unsigned int color_component_get_color_format(gsr_color_component color_component, bool use_16bit_colors) {
|
||||
switch(color_component) {
|
||||
case GSR_COLOR_COMP_Y: return use_16bit_colors ? GL_R16 : GL_R8;
|
||||
case GSR_COLOR_COMP_UV: return use_16bit_colors ? GL_RG16 : GL_RG8;
|
||||
case GSR_COLOR_COMP_RGB: return GL_RGBA8; // TODO: 16-bit color support
|
||||
}
|
||||
assert(false);
|
||||
return GL_RGBA8;
|
||||
}
|
||||
|
||||
static int color_component_get_COMPUTE_SHADER_INDEX(gsr_color_component color_component, bool external_texture, bool alpha_blending) {
|
||||
switch(color_component) {
|
||||
case GSR_COLOR_COMP_Y: {
|
||||
if(external_texture)
|
||||
return alpha_blending ? COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_Y_EXTERNAL;
|
||||
else
|
||||
return alpha_blending ? COMPUTE_SHADER_INDEX_Y_BLEND : COMPUTE_SHADER_INDEX_Y;
|
||||
}
|
||||
case GSR_COLOR_COMP_UV: {
|
||||
if(external_texture)
|
||||
return alpha_blending ? COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_UV_EXTERNAL;
|
||||
else
|
||||
return alpha_blending ? COMPUTE_SHADER_INDEX_UV_BLEND : COMPUTE_SHADER_INDEX_UV;
|
||||
}
|
||||
case GSR_COLOR_COMP_RGB: {
|
||||
if(external_texture)
|
||||
return alpha_blending ? COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_RGB_EXTERNAL;
|
||||
else
|
||||
return alpha_blending ? COMPUTE_SHADER_INDEX_RGB_BLEND : COMPUTE_SHADER_INDEX_RGB;
|
||||
}
|
||||
}
|
||||
assert(false);
|
||||
return COMPUTE_SHADER_INDEX_RGB;
|
||||
}
|
||||
|
||||
static void gsr_color_conversion_dispatch_compute_shader(gsr_color_conversion *self, bool external_texture, bool alpha_blending, float rotation_matrix[2][2], vec2i source_position, vec2i destination_pos, vec2i destination_size, vec2f scale, bool use_16bit_colors, gsr_color_component color_component) {
|
||||
const int compute_shader_index = color_component_get_COMPUTE_SHADER_INDEX(color_component, external_texture, alpha_blending);
|
||||
const int destination_texture_index = color_component_get_destination_texture_index(color_component);
|
||||
const unsigned int color_format = color_component_get_color_format(color_component, use_16bit_colors);
|
||||
|
||||
self->params.egl->glActiveTexture(GL_TEXTURE1);
|
||||
self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[destination_texture_index]);
|
||||
self->params.egl->glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
gsr_color_compute_uniforms *uniform = &self->compute_uniforms[compute_shader_index];
|
||||
gsr_shader_use(&self->compute_shaders[compute_shader_index]);
|
||||
self->params.egl->glUniformMatrix2fv(uniform->rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
|
||||
self->params.egl->glUniform2i(uniform->source_position, source_position.x, source_position.y);
|
||||
self->params.egl->glUniform2i(uniform->target_position, destination_pos.x, destination_pos.y);
|
||||
self->params.egl->glUniform2f(uniform->scale, scale.x, scale.y);
|
||||
self->params.egl->glBindImageTexture(0, self->params.destination_textures[destination_texture_index], 0, GL_FALSE, 0, GL_WRITE_ONLY, color_format);
|
||||
const double num_groups_x = ceil((double)destination_size.x/(double)self->max_local_size_dim);
|
||||
const double num_groups_y = ceil((double)destination_size.y/(double)self->max_local_size_dim);
|
||||
self->params.egl->glDispatchCompute(max_int(1, num_groups_x), max_int(1, num_groups_y), 1);
|
||||
}
|
||||
|
||||
static void gsr_color_conversion_draw_graphics(gsr_color_conversion *self, unsigned int texture_id, bool external_texture, float rotation_matrix[2][2], vec2i source_position, vec2i source_size, vec2i destination_pos, vec2i texture_size, vec2f scale, gsr_source_color source_color) {
|
||||
const vec2i dest_texture_size = self->params.destination_textures_size[0];
|
||||
const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
|
||||
@@ -930,44 +583,9 @@ void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_
|
||||
self->params.egl->glBindTexture(texture_target, texture_id);
|
||||
gsr_color_conversion_swizzle_texture_source(self, source_color);
|
||||
|
||||
const bool use_graphics_shader = external_texture ? self->external_compute_shaders_failed_to_load : self->compute_shaders_failed_to_load;
|
||||
if(use_graphics_shader) {
|
||||
source_position.x += source_pos.x;
|
||||
source_position.y += source_pos.y;
|
||||
gsr_color_conversion_draw_graphics(self, texture_id, external_texture, rotation_matrix, source_position, source_size, destination_pos, texture_size, scale, source_color);
|
||||
} else {
|
||||
switch(rotation) {
|
||||
case GSR_ROT_0:
|
||||
break;
|
||||
case GSR_ROT_90:
|
||||
source_position.x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x);
|
||||
source_position.y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y);
|
||||
break;
|
||||
case GSR_ROT_180:
|
||||
break;
|
||||
case GSR_ROT_270:
|
||||
source_position.x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x);
|
||||
source_position.y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y);
|
||||
break;
|
||||
}
|
||||
source_position.x -= (source_pos.x * scale.x + 0.5);
|
||||
source_position.y -= (source_pos.y * scale.y + 0.5);
|
||||
|
||||
switch(self->params.destination_color) {
|
||||
case GSR_DESTINATION_COLOR_NV12:
|
||||
case GSR_DESTINATION_COLOR_P010: {
|
||||
const bool use_16bit_colors = self->params.destination_color == GSR_DESTINATION_COLOR_P010;
|
||||
gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, use_16bit_colors, GSR_COLOR_COMP_Y);
|
||||
gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, (vec2i){source_position.x/2, source_position.y/2},
|
||||
(vec2i){destination_pos.x/2, destination_pos.y/2}, (vec2i){destination_size.x/2, destination_size.y/2}, scale, use_16bit_colors, GSR_COLOR_COMP_UV);
|
||||
break;
|
||||
}
|
||||
case GSR_DESTINATION_COLOR_RGB8: {
|
||||
gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, false, GSR_COLOR_COMP_RGB);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
source_position.x += source_pos.x;
|
||||
source_position.y += source_pos.y;
|
||||
gsr_color_conversion_draw_graphics(self, texture_id, external_texture, rotation_matrix, source_position, source_size, destination_pos, texture_size, scale, source_color);
|
||||
|
||||
self->params.egl->glFlush();
|
||||
// TODO: Use the minimal barrier required
|
||||
|
||||
@@ -280,7 +280,6 @@ static bool gsr_egl_load_gl(gsr_egl *self, void *library) {
|
||||
{ (void**)&self->glTexParameteri, "glTexParameteri" },
|
||||
{ (void**)&self->glTexParameteriv, "glTexParameteriv" },
|
||||
{ (void**)&self->glTexParameterfv, "glTexParameterfv" },
|
||||
{ (void**)&self->glGetTexLevelParameteriv, "glGetTexLevelParameteriv" },
|
||||
{ (void**)&self->glTexImage2D, "glTexImage2D" },
|
||||
{ (void**)&self->glTexSubImage2D, "glTexSubImage2D" },
|
||||
{ (void**)&self->glTexStorage2D, "glTexStorage2D" },
|
||||
@@ -288,7 +287,6 @@ static bool gsr_egl_load_gl(gsr_egl *self, void *library) {
|
||||
{ (void**)&self->glGenFramebuffers, "glGenFramebuffers" },
|
||||
{ (void**)&self->glBindFramebuffer, "glBindFramebuffer" },
|
||||
{ (void**)&self->glDeleteFramebuffers, "glDeleteFramebuffers" },
|
||||
{ (void**)&self->glDispatchCompute, "glDispatchCompute" },
|
||||
{ (void**)&self->glMemoryBarrier, "glMemoryBarrier" },
|
||||
{ (void**)&self->glViewport, "glViewport" },
|
||||
{ (void**)&self->glFramebufferTexture2D, "glFramebufferTexture2D" },
|
||||
|
||||
22
src/shader.c
22
src/shader.c
@@ -38,10 +38,9 @@ static unsigned int load_shader(gsr_egl *egl, unsigned int type, const char *sou
|
||||
return shader_id;
|
||||
}
|
||||
|
||||
static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const char *fragment_shader, const char *compute_shader) {
|
||||
static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const char *fragment_shader) {
|
||||
unsigned int vertex_shader_id = 0;
|
||||
unsigned int fragment_shader_id = 0;
|
||||
unsigned int compute_shader_id = 0;
|
||||
unsigned int program_id = 0;
|
||||
int linked = 0;
|
||||
bool success = false;
|
||||
@@ -58,12 +57,6 @@ static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const
|
||||
goto done;
|
||||
}
|
||||
|
||||
if(compute_shader) {
|
||||
compute_shader_id = load_shader(egl, GL_COMPUTE_SHADER, compute_shader);
|
||||
if(compute_shader_id == 0)
|
||||
goto done;
|
||||
}
|
||||
|
||||
program_id = egl->glCreateProgram();
|
||||
if(program_id == 0) {
|
||||
fprintf(stderr, "gsr error: load_program: failed to create shader program, error: %d\n", egl->glGetError());
|
||||
@@ -76,9 +69,6 @@ static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const
|
||||
if(fragment_shader_id)
|
||||
egl->glAttachShader(program_id, fragment_shader_id);
|
||||
|
||||
if(compute_shader_id)
|
||||
egl->glAttachShader(program_id, compute_shader_id);
|
||||
|
||||
egl->glLinkProgram(program_id);
|
||||
|
||||
egl->glGetProgramiv(program_id, GL_LINK_STATUS, &linked);
|
||||
@@ -102,8 +92,6 @@ static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const
|
||||
if(program_id)
|
||||
egl->glDeleteProgram(program_id);
|
||||
}
|
||||
if(compute_shader_id)
|
||||
egl->glDeleteShader(compute_shader_id);
|
||||
if(fragment_shader_id)
|
||||
egl->glDeleteShader(fragment_shader_id);
|
||||
if(vertex_shader_id)
|
||||
@@ -111,17 +99,17 @@ static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const
|
||||
return program_id;
|
||||
}
|
||||
|
||||
int gsr_shader_init(gsr_shader *self, gsr_egl *egl, const char *vertex_shader, const char *fragment_shader, const char *compute_shader) {
|
||||
int gsr_shader_init(gsr_shader *self, gsr_egl *egl, const char *vertex_shader, const char *fragment_shader) {
|
||||
assert(egl);
|
||||
self->egl = egl;
|
||||
self->program_id = 0;
|
||||
|
||||
if(!vertex_shader && !fragment_shader && !compute_shader) {
|
||||
fprintf(stderr, "gsr error: gsr_shader_init: vertex, fragment shader and compute shaders can't be NULL at the same time\n");
|
||||
if(!vertex_shader && !fragment_shader) {
|
||||
fprintf(stderr, "gsr error: gsr_shader_init: vertex and fragment shader can't be NULL at the same time\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
self->program_id = load_program(self->egl, vertex_shader, fragment_shader, compute_shader);
|
||||
self->program_id = load_program(self->egl, vertex_shader, fragment_shader);
|
||||
if(self->program_id == 0)
|
||||
return -1;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user