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@@ -5,18 +5,25 @@
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#include <string.h>
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#include <assert.h>
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#define SHADER_INDEX_Y 0
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#define SHADER_INDEX_UV 1
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#define SHADER_INDEX_Y_EXTERNAL 2
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#define SHADER_INDEX_UV_EXTERNAL 3
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#define SHADER_INDEX_RGB 4
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#define SHADER_INDEX_RGB_EXTERNAL 5
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#define SHADER_INDEX_Y_BLEND 6
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#define SHADER_INDEX_UV_BLEND 7
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#define SHADER_INDEX_Y_EXTERNAL_BLEND 8
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#define SHADER_INDEX_UV_EXTERNAL_BLEND 9
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#define SHADER_INDEX_RGB_BLEND 10
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#define SHADER_INDEX_RGB_EXTERNAL_BLEND 11
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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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#define GRAPHICS_SHADER_INDEX_UV_EXTERNAL 3
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#define GRAPHICS_SHADER_INDEX_RGB 4
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#define GRAPHICS_SHADER_INDEX_RGB_EXTERNAL 5
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/* https://en.wikipedia.org/wiki/YCbCr, see study/color_space_transform_matrix.png */
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@@ -78,18 +85,35 @@ 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 int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_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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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_ARB_compute_shader: enable\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 420\n"
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"#extension GL_ARB_compute_shader: enable\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[2048];
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snprintf(compute_shader, sizeof(compute_shader),
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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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"precision highp float;\n"
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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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"layout(binding = 0) uniform highp %s img_input;\n"
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"layout(binding = 1) uniform highp sampler2D img_background;\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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@@ -103,13 +127,13 @@ static int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uni
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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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" vec4 source_color = texelFetch(img_input, ivec2(rotated_texel_coord), 0);\n"
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" vec4 source_color = texture(img_input, rotated_texel_coord/vec2(size));\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", max_local_size_dim, max_local_size_dim, external_texture ? "samplerExternalOES" : "sampler2D", color_transform_matrix,
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alpha_blending ? "texelFetch(img_background, ivec2(output_texel_coord), 0)" : "source_color_yuv");
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"}\n", header, max_local_size_dim, max_local_size_dim, color_transform_matrix,
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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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@@ -121,18 +145,17 @@ static int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uni
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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_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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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[2048];
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snprintf(compute_shader, sizeof(compute_shader),
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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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"precision highp float;\n"
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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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"layout(binding = 0) uniform highp %s img_input;\n"
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"layout(binding = 1) uniform highp sampler2D img_background;\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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@@ -146,13 +169,13 @@ static int load_compute_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_un
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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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" vec4 source_color = texelFetch(img_input, ivec2(rotated_texel_coord) << 1, 0);\n"
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" vec4 source_color = texture(img_input, rotated_texel_coord/vec2(size>>1));\n" // size/2
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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", max_local_size_dim, max_local_size_dim, external_texture ? "samplerExternalOES" : "sampler2D", color_transform_matrix,
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alpha_blending ? "texelFetch(img_background, ivec2(output_texel_coord), 0)" : "source_color_yuv");
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"}\n", header, max_local_size_dim, max_local_size_dim, color_transform_matrix,
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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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@@ -164,16 +187,14 @@ static int load_compute_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_un
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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_uniforms *uniforms, int max_local_size_dim, bool external_texture, bool alpha_blending) {
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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[2048];
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snprintf(compute_shader, sizeof(compute_shader),
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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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"precision highp float;\n"
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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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"layout(binding = 0) uniform highp %s img_input;\n"
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"layout(binding = 1) uniform highp sampler2D img_background;\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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@@ -186,12 +207,12 @@ static int load_compute_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_u
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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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" vec4 source_color = texelFetch(img_input, ivec2(rotated_texel_coord), 0);\n"
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" vec4 source_color = texture(img_input, rotated_texel_coord/vec2(size));\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", max_local_size_dim, max_local_size_dim, external_texture ? "samplerExternalOES" : "sampler2D",
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alpha_blending ? "texelFetch(img_background, ivec2(output_texel_coord), 0)" : "source_color");
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"}\n", header, max_local_size_dim, max_local_size_dim,
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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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@@ -203,6 +224,190 @@ static int load_compute_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_u
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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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char vertex_shader[2048];
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snprintf(vertex_shader, sizeof(vertex_shader),
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"#version 300 es \n"
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"in vec2 pos; \n"
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"in vec2 texcoords; \n"
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"out vec2 texcoords_out; \n"
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"uniform vec2 offset; \n"
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"uniform float rotation; \n"
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"uniform mat2 rotation_matrix; \n"
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"void main() \n"
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"{ \n"
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" texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
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" gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
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"} \n");
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const char *main_code =
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main_code =
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" vec4 pixel = texture(tex1, texcoords_out); \n"
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" FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
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" FragColor.w = pixel.a; \n";
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char fragment_shader[2048];
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if(external_texture) {
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snprintf(fragment_shader, sizeof(fragment_shader),
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"#version 300 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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"precision highp float; \n"
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"in vec2 texcoords_out; \n"
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"uniform samplerExternalOES tex1; \n"
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"out vec4 FragColor; \n"
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"%s"
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"void main() \n"
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"{ \n"
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"%s"
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"} \n", color_transform_matrix, main_code);
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} else {
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snprintf(fragment_shader, sizeof(fragment_shader),
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"#version 300 es \n"
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"precision highp float; \n"
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"in vec2 texcoords_out; \n"
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"uniform sampler2D tex1; \n"
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"out vec4 FragColor; \n"
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"%s"
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"void main() \n"
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"{ \n"
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"%s"
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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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return -1;
|
|
|
|
|
|
|
|
|
|
gsr_shader_bind_attribute_location(shader, "pos", 0);
|
|
|
|
|
gsr_shader_bind_attribute_location(shader, "texcoords", 1);
|
|
|
|
|
uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
|
|
|
|
|
uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static unsigned int load_graphics_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) {
|
|
|
|
|
const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
|
|
|
|
|
|
|
|
|
|
char vertex_shader[2048];
|
|
|
|
|
snprintf(vertex_shader, sizeof(vertex_shader),
|
|
|
|
|
"#version 300 es \n"
|
|
|
|
|
"in vec2 pos; \n"
|
|
|
|
|
"in vec2 texcoords; \n"
|
|
|
|
|
"out vec2 texcoords_out; \n"
|
|
|
|
|
"uniform vec2 offset; \n"
|
|
|
|
|
"uniform float rotation; \n"
|
|
|
|
|
"uniform mat2 rotation_matrix; \n"
|
|
|
|
|
"void main() \n"
|
|
|
|
|
"{ \n"
|
|
|
|
|
" texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
|
|
|
|
|
" gl_Position = (vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0)) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n"
|
|
|
|
|
"} \n");
|
|
|
|
|
|
|
|
|
|
const char *main_code =
|
|
|
|
|
main_code =
|
|
|
|
|
" vec4 pixel = texture(tex1, texcoords_out); \n"
|
|
|
|
|
" FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n"
|
|
|
|
|
" FragColor.w = pixel.a; \n";
|
|
|
|
|
|
|
|
|
|
char fragment_shader[2048];
|
|
|
|
|
if(external_texture) {
|
|
|
|
|
snprintf(fragment_shader, sizeof(fragment_shader),
|
|
|
|
|
"#version 300 es \n"
|
|
|
|
|
"#extension GL_OES_EGL_image_external : enable \n"
|
|
|
|
|
"#extension GL_OES_EGL_image_external_essl3 : require \n"
|
|
|
|
|
"precision highp float; \n"
|
|
|
|
|
"in vec2 texcoords_out; \n"
|
|
|
|
|
"uniform samplerExternalOES tex1; \n"
|
|
|
|
|
"out vec4 FragColor; \n"
|
|
|
|
|
"%s"
|
|
|
|
|
"void main() \n"
|
|
|
|
|
"{ \n"
|
|
|
|
|
"%s"
|
|
|
|
|
"} \n", color_transform_matrix, main_code);
|
|
|
|
|
} else {
|
|
|
|
|
snprintf(fragment_shader, sizeof(fragment_shader),
|
|
|
|
|
"#version 300 es \n"
|
|
|
|
|
"precision highp float; \n"
|
|
|
|
|
"in vec2 texcoords_out; \n"
|
|
|
|
|
"uniform sampler2D tex1; \n"
|
|
|
|
|
"out vec4 FragColor; \n"
|
|
|
|
|
"%s"
|
|
|
|
|
"void main() \n"
|
|
|
|
|
"{ \n"
|
|
|
|
|
"%s"
|
|
|
|
|
"} \n", color_transform_matrix, main_code);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0)
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
gsr_shader_bind_attribute_location(shader, "pos", 0);
|
|
|
|
|
gsr_shader_bind_attribute_location(shader, "texcoords", 1);
|
|
|
|
|
uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
|
|
|
|
|
uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static unsigned int load_graphics_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
|
|
|
|
|
char vertex_shader[2048];
|
|
|
|
|
snprintf(vertex_shader, sizeof(vertex_shader),
|
|
|
|
|
"#version 300 es \n"
|
|
|
|
|
"in vec2 pos; \n"
|
|
|
|
|
"in vec2 texcoords; \n"
|
|
|
|
|
"out vec2 texcoords_out; \n"
|
|
|
|
|
"uniform vec2 offset; \n"
|
|
|
|
|
"uniform float rotation; \n"
|
|
|
|
|
"uniform mat2 rotation_matrix; \n"
|
|
|
|
|
"void main() \n"
|
|
|
|
|
"{ \n"
|
|
|
|
|
" texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
|
|
|
|
|
" gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
|
|
|
|
|
"} \n");
|
|
|
|
|
|
|
|
|
|
const char *main_code =
|
|
|
|
|
main_code =
|
|
|
|
|
" vec4 pixel = texture(tex1, texcoords_out); \n"
|
|
|
|
|
" FragColor = pixel; \n";
|
|
|
|
|
|
|
|
|
|
char fragment_shader[2048];
|
|
|
|
|
if(external_texture) {
|
|
|
|
|
snprintf(fragment_shader, sizeof(fragment_shader),
|
|
|
|
|
"#version 300 es \n"
|
|
|
|
|
"#extension GL_OES_EGL_image_external : enable \n"
|
|
|
|
|
"#extension GL_OES_EGL_image_external_essl3 : require \n"
|
|
|
|
|
"precision highp float; \n"
|
|
|
|
|
"in vec2 texcoords_out; \n"
|
|
|
|
|
"uniform samplerExternalOES tex1; \n"
|
|
|
|
|
"out vec4 FragColor; \n"
|
|
|
|
|
"void main() \n"
|
|
|
|
|
"{ \n"
|
|
|
|
|
"%s"
|
|
|
|
|
"} \n", main_code);
|
|
|
|
|
} else {
|
|
|
|
|
snprintf(fragment_shader, sizeof(fragment_shader),
|
|
|
|
|
"#version 300 es \n"
|
|
|
|
|
"precision highp float; \n"
|
|
|
|
|
"in vec2 texcoords_out; \n"
|
|
|
|
|
"uniform sampler2D tex1; \n"
|
|
|
|
|
"out vec4 FragColor; \n"
|
|
|
|
|
"void main() \n"
|
|
|
|
|
"{ \n"
|
|
|
|
|
"%s"
|
|
|
|
|
"} \n", main_code);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0)
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
gsr_shader_bind_attribute_location(shader, "pos", 0);
|
|
|
|
|
gsr_shader_bind_attribute_location(shader, "texcoords", 1);
|
|
|
|
|
uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
|
|
|
|
|
uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static int load_framebuffers(gsr_color_conversion *self) {
|
|
|
|
|
/* TODO: Only generate the necessary amount of framebuffers (self->params.num_destination_textures) */
|
|
|
|
|
const unsigned int draw_buffer = GL_COLOR_ATTACHMENT0;
|
|
|
|
|
@@ -252,6 +457,140 @@ static int create_vertices(gsr_color_conversion *self) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static bool gsr_color_conversion_load_compute_shaders(gsr_color_conversion *self) {
|
|
|
|
|
switch(self->params.destination_color) {
|
|
|
|
|
case GSR_DESTINATION_COLOR_NV12:
|
|
|
|
|
case GSR_DESTINATION_COLOR_P010: {
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case GSR_DESTINATION_COLOR_RGB8: {
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static bool gsr_color_conversion_load_external_compute_shaders(gsr_color_conversion *self) {
|
|
|
|
|
switch(self->params.destination_color) {
|
|
|
|
|
case GSR_DESTINATION_COLOR_NV12:
|
|
|
|
|
case GSR_DESTINATION_COLOR_P010: {
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case GSR_DESTINATION_COLOR_RGB8: {
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static bool gsr_color_conversion_load_graphics_shaders(gsr_color_conversion *self) {
|
|
|
|
|
switch(self->params.destination_color) {
|
|
|
|
|
case GSR_DESTINATION_COLOR_NV12:
|
|
|
|
|
case GSR_DESTINATION_COLOR_P010: {
|
|
|
|
|
if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y], self->params.destination_color, self->params.color_range, false) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV], self->params.destination_color, self->params.color_range, false) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case GSR_DESTINATION_COLOR_RGB8: {
|
|
|
|
|
if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB], false) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static bool gsr_color_conversion_load_external_graphics_shaders(gsr_color_conversion *self) {
|
|
|
|
|
switch(self->params.destination_color) {
|
|
|
|
|
case GSR_DESTINATION_COLOR_NV12:
|
|
|
|
|
case GSR_DESTINATION_COLOR_P010: {
|
|
|
|
|
if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case GSR_DESTINATION_COLOR_RGB8: {
|
|
|
|
|
if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], true) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params) {
|
|
|
|
|
assert(params);
|
|
|
|
|
assert(params->egl);
|
|
|
|
|
@@ -263,88 +602,40 @@ int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conver
|
|
|
|
|
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(params->destination_color) {
|
|
|
|
|
switch(self->params.destination_color) {
|
|
|
|
|
case GSR_DESTINATION_COLOR_NV12:
|
|
|
|
|
case GSR_DESTINATION_COLOR_P010: {
|
|
|
|
|
if(self->params.num_destination_textures != 2) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12/P010, got %d destination texture(s)\n", self->params.num_destination_textures);
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y], self->params.egl, &self->uniforms[SHADER_INDEX_Y], self->max_local_size_dim, params->destination_color, params->color_range, false, false) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV], self->params.egl, &self->uniforms[SHADER_INDEX_UV], self->max_local_size_dim, params->destination_color, params->color_range, false, false) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_Y_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, false, true) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_UV_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, false, true) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(self->params.load_external_image_shader) {
|
|
|
|
|
if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->uniforms[SHADER_INDEX_Y_EXTERNAL], self->max_local_size_dim, params->destination_color, params->color_range, true, false) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->uniforms[SHADER_INDEX_UV_EXTERNAL], self->max_local_size_dim, params->destination_color, params->color_range, true, false) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y_EXTERNAL_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_Y_EXTERNAL_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, true, true) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV_EXTERNAL_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_UV_EXTERNAL_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, true, true) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case GSR_DESTINATION_COLOR_RGB8: {
|
|
|
|
|
if(self->params.num_destination_textures != 1) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 destination textures for destination color RGB8, got %d destination texture(s)\n", self->params.num_destination_textures);
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB], self->params.egl, &self->uniforms[SHADER_INDEX_RGB], self->max_local_size_dim, false, false) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_RGB_BLEND], self->max_local_size_dim, false, true) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(self->params.load_external_image_shader) {
|
|
|
|
|
if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->uniforms[SHADER_INDEX_RGB_EXTERNAL], self->max_local_size_dim, true, false) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB_EXTERNAL_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_RGB_EXTERNAL_BLEND], self->max_local_size_dim, true, true) != 0) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
|
|
|
|
|
goto err;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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)
|
|
|
|
|
goto err;
|
|
|
|
|
|
|
|
|
|
@@ -377,14 +668,18 @@ void gsr_color_conversion_deinit(gsr_color_conversion *self) {
|
|
|
|
|
self->framebuffers[i] = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_SHADERS; ++i) {
|
|
|
|
|
gsr_shader_deinit(&self->shaders[i]);
|
|
|
|
|
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]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
self->params.egl = NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rotation_matrix[2][2], vec2i *source_position, vec2i texture_size, vec2f scale) {
|
|
|
|
|
static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rotation_matrix[2][2]) {
|
|
|
|
|
/*
|
|
|
|
|
rotation_matrix[0][0] = cos(angle);
|
|
|
|
|
rotation_matrix[0][1] = -sin(angle);
|
|
|
|
|
@@ -405,8 +700,6 @@ static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rot
|
|
|
|
|
rotation_matrix[0][1] = -1.0f;
|
|
|
|
|
rotation_matrix[1][0] = 1.0f;
|
|
|
|
|
rotation_matrix[1][1] = 0.0f;
|
|
|
|
|
source_position->x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x + 0.5);
|
|
|
|
|
source_position->y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y + 0.5);
|
|
|
|
|
break;
|
|
|
|
|
case GSR_ROT_180:
|
|
|
|
|
rotation_matrix[0][0] = -1.0f;
|
|
|
|
|
@@ -419,8 +712,6 @@ static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rot
|
|
|
|
|
rotation_matrix[0][1] = 1.0f;
|
|
|
|
|
rotation_matrix[1][0] = -1.0f;
|
|
|
|
|
rotation_matrix[1][1] = 0.0f;
|
|
|
|
|
source_position->x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x + 0.5);
|
|
|
|
|
source_position->y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y + 0.5);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
@@ -465,33 +756,33 @@ static unsigned int color_component_get_color_format(gsr_color_component color_c
|
|
|
|
|
return GL_RGBA8;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static int color_component_get_shader_index(gsr_color_component color_component, bool external_texture, bool alpha_blending) {
|
|
|
|
|
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 ? SHADER_INDEX_Y_EXTERNAL_BLEND : SHADER_INDEX_Y_EXTERNAL;
|
|
|
|
|
return alpha_blending ? COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_Y_EXTERNAL;
|
|
|
|
|
else
|
|
|
|
|
return alpha_blending ? SHADER_INDEX_Y_BLEND : SHADER_INDEX_Y;
|
|
|
|
|
return alpha_blending ? COMPUTE_SHADER_INDEX_Y_BLEND : COMPUTE_SHADER_INDEX_Y;
|
|
|
|
|
}
|
|
|
|
|
case GSR_COLOR_COMP_UV: {
|
|
|
|
|
if(external_texture)
|
|
|
|
|
return alpha_blending ? SHADER_INDEX_UV_EXTERNAL_BLEND : SHADER_INDEX_UV_EXTERNAL;
|
|
|
|
|
return alpha_blending ? COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_UV_EXTERNAL;
|
|
|
|
|
else
|
|
|
|
|
return alpha_blending ? SHADER_INDEX_UV_BLEND : SHADER_INDEX_UV;
|
|
|
|
|
return alpha_blending ? COMPUTE_SHADER_INDEX_UV_BLEND : COMPUTE_SHADER_INDEX_UV;
|
|
|
|
|
}
|
|
|
|
|
case GSR_COLOR_COMP_RGB: {
|
|
|
|
|
if(external_texture)
|
|
|
|
|
return alpha_blending ? SHADER_INDEX_RGB_EXTERNAL_BLEND : SHADER_INDEX_RGB_EXTERNAL;
|
|
|
|
|
return alpha_blending ? COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_RGB_EXTERNAL;
|
|
|
|
|
else
|
|
|
|
|
return alpha_blending ? SHADER_INDEX_RGB_BLEND : SHADER_INDEX_RGB;
|
|
|
|
|
return alpha_blending ? COMPUTE_SHADER_INDEX_RGB_BLEND : COMPUTE_SHADER_INDEX_RGB;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
assert(false);
|
|
|
|
|
return SHADER_INDEX_RGB;
|
|
|
|
|
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 shader_index = color_component_get_shader_index(color_component, external_texture, alpha_blending);
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
@@ -499,8 +790,8 @@ static void gsr_color_conversion_dispatch_compute_shader(gsr_color_conversion *s
|
|
|
|
|
self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[destination_texture_index]);
|
|
|
|
|
self->params.egl->glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
|
|
|
|
|
gsr_color_uniforms *uniform = &self->uniforms[shader_index];
|
|
|
|
|
gsr_shader_use(&self->shaders[shader_index]);
|
|
|
|
|
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);
|
|
|
|
|
@@ -511,34 +802,156 @@ static void gsr_color_conversion_dispatch_compute_shader(gsr_color_conversion *s
|
|
|
|
|
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) {
|
|
|
|
|
/* TODO: Do not call this every frame? */
|
|
|
|
|
vec2i dest_texture_size = {0, 0};
|
|
|
|
|
self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[0]);
|
|
|
|
|
self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &dest_texture_size.x);
|
|
|
|
|
self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &dest_texture_size.y);
|
|
|
|
|
self->params.egl->glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
|
|
const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
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self->params.egl->glBindTexture(texture_target, texture_id);
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gsr_color_conversion_swizzle_texture_source(self, source_color);
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const vec2f pos_norm = {
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((float)destination_pos.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f,
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((float)destination_pos.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f,
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};
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const vec2f size_norm = {
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((float)source_size.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f * scale.x,
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((float)source_size.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f * scale.y,
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};
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const vec2f texture_pos_norm = {
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(float)source_position.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x),
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(float)source_position.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y),
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};
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const vec2f texture_size_norm = {
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(float)source_size.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x),
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(float)source_size.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y),
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};
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const float vertices[] = {
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-1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y,
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-1.0f + 0.0f, -1.0f + 0.0f, texture_pos_norm.x, texture_pos_norm.y,
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-1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y,
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-1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y,
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-1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y,
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-1.0f + 0.0f + size_norm.x, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y + texture_size_norm.y
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};
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self->params.egl->glBindVertexArray(self->vertex_array_object_id);
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self->params.egl->glViewport(0, 0, dest_texture_size.x, dest_texture_size.y);
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/* TODO: this, also cleanup */
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//self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id);
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self->params.egl->glBufferSubData(GL_ARRAY_BUFFER, 0, 24 * sizeof(float), vertices);
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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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self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
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//cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)
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int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_Y_EXTERNAL : GRAPHICS_SHADER_INDEX_Y;
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gsr_shader_use(&self->graphics_shaders[shader_index]);
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self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
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self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
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self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
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if(self->params.num_destination_textures > 1) {
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self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
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//cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT);
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shader_index = external_texture ? GRAPHICS_SHADER_INDEX_UV_EXTERNAL : GRAPHICS_SHADER_INDEX_UV;
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gsr_shader_use(&self->graphics_shaders[shader_index]);
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self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
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self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
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self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
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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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self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
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//cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)
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const int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_RGB_EXTERNAL : GRAPHICS_SHADER_INDEX_RGB;
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gsr_shader_use(&self->graphics_shaders[shader_index]);
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self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
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self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
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self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
|
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|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
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self->params.egl->glBindVertexArray(0);
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|
self->params.egl->glUseProgram(0);
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|
gsr_color_conversion_swizzle_reset(self, source_color);
|
|
|
|
|
self->params.egl->glBindTexture(texture_target, 0);
|
|
|
|
|
self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
}
|
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|
void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_id, vec2i destination_pos, vec2i destination_size, vec2i source_pos, vec2i source_size, vec2i texture_size, gsr_rotation rotation, gsr_source_color source_color, bool external_texture, bool alpha_blending) {
|
|
|
|
|
assert(!external_texture || self->params.load_external_image_shader);
|
|
|
|
|
if(external_texture && !self->params.load_external_image_shader) {
|
|
|
|
|
fprintf(stderr, "gsr error: gsr_color_conversion_draw: external texture not loaded\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec2f scale = {0.0f, 0.0f};
|
|
|
|
|
if(source_size.x > 0 && source_size.y > 0)
|
|
|
|
|
scale = (vec2f){ (double)destination_size.x/(double)source_size.x, (double)destination_size.y/(double)source_size.y };
|
|
|
|
|
|
|
|
|
|
vec2i source_position = {0, 0};
|
|
|
|
|
float rotation_matrix[2][2] = {{0, 0}, {0, 0}};
|
|
|
|
|
gsr_color_conversion_apply_rotation(rotation, rotation_matrix, &source_position, texture_size, scale);
|
|
|
|
|
|
|
|
|
|
source_position.x -= (source_pos.x * scale.x + 0.5);
|
|
|
|
|
source_position.y -= (source_pos.y * scale.y + 0.5);
|
|
|
|
|
gsr_color_conversion_apply_rotation(rotation, rotation_matrix);
|
|
|
|
|
|
|
|
|
|
const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
|
|
|
|
|
self->params.egl->glBindTexture(texture_target, texture_id);
|
|
|
|
|
gsr_color_conversion_swizzle_texture_source(self, source_color);
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
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);
|
|
|
|
|
// TODO: Is glFlush and glFinish needed here for graphics garbage?
|
|
|
|
|
} 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;
|
|
|
|
|
}
|
|
|
|
|
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 * 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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|