renderer: Add damage shaders
parent
557f0f365b
commit
6536cbd56f
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@ -43,7 +43,8 @@ struct renderer {
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GLint read_format;
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GLint read_type;
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struct renderer_fbo fbo;
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struct renderer_fbo frame_fbo;
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struct renderer_fbo damage_fbo;
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GLuint tex[2];
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int tex_index;
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@ -55,7 +56,14 @@ struct renderer {
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GLint u_tex0;
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GLint u_tex1;
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GLint u_proj;
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} shader;
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} frame_shader;
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struct {
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GLuint program;
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GLint u_tex0;
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GLint u_tex1;
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GLint u_proj;
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} damage_shader;
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};
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int renderer_init(struct renderer* self, const struct output* output,
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@ -0,0 +1,13 @@
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#extension GL_OES_EGL_image_external: require
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precision mediump float;
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uniform samplerExternalOES u_tex0;
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varying vec2 v_texture;
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void main()
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{
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float r = float(texture2D(u_tex0, v_texture).rgb != texture2D(u_tex1, v_texture).rgb);
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gl_FragColor = vec4(r);
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}
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@ -0,0 +1,12 @@
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precision mediump float;
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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varying vec2 v_texture;
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void main()
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{
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float r = float(texture2D(u_tex0, v_texture).rgb != texture2D(u_tex1, v_texture).rgb);
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gl_FragColor = vec4(r);
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}
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96
src/render.c
96
src/render.c
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@ -375,21 +375,8 @@ void gl_clear(void)
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void render(struct renderer* self)
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void gl_draw(void)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(self->tex_target, renderer_current_tex(self));
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(self->tex_target, renderer_last_tex(self));
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glUseProgram(self->shader.program);
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glUniform1i(self->shader.u_tex0, 0);
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glUniform1i(self->shader.u_tex1, 1);
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const float* proj = transforms[self->output->transform];
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glUniformMatrix2fv(self->shader.u_proj, 1, GL_FALSE, proj);
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static const GLfloat s_vertices[4][2] = {
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{ -1.0, 1.0 },
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{ 1.0, 1.0 },
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@ -420,6 +407,24 @@ void render(struct renderer* self)
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glDisableVertexAttribArray(1);
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}
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void render(struct renderer* self)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(self->tex_target, renderer_current_tex(self));
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(self->tex_target, renderer_last_tex(self));
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glUseProgram(self->frame_shader.program);
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glUniform1i(self->frame_shader.u_tex0, 0);
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glUniform1i(self->frame_shader.u_tex1, 1);
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const float* proj = transforms[self->output->transform];
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glUniformMatrix2fv(self->frame_shader.u_proj, 1, GL_FALSE, proj);
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gl_draw();
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}
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void destroy_fbo(struct renderer_fbo* fbo)
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{
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glDeleteFramebuffers(1, &fbo->fbo);
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@ -456,10 +461,10 @@ int create_fbo(struct renderer_fbo* dst, GLint format, uint32_t width,
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void renderer_destroy(struct renderer* self)
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{
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glDeleteProgram(self->shader.program);
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glDeleteProgram(self->frame_shader.program);
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eglMakeCurrent(self->display, EGL_NO_SURFACE, EGL_NO_SURFACE,
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EGL_NO_CONTEXT);
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destroy_fbo(&self->fbo);
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destroy_fbo(&self->frame_fbo);
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glDeleteTextures(ARRAY_LEN(self->tex), self->tex);
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eglDestroyContext(self->display, self->context);
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eglTerminate(self->display);
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@ -524,33 +529,56 @@ int renderer_init(struct renderer* self, const struct output* output,
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uint32_t tf_width = output_get_transformed_width(output);
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uint32_t tf_height = output_get_transformed_height(output);
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if (create_fbo(&self->fbo, GL_RGBA8_OES, tf_width, tf_height) < 0)
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goto fbo_failure;
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if (create_fbo(&self->frame_fbo, GL_RGBA8_OES, tf_width, tf_height) < 0)
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goto frame_fbo_failure;
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glBindFramebuffer(GL_FRAMEBUFFER, self->fbo.fbo);
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if (create_fbo(&self->damage_fbo, GL_R8_EXT, tf_width, tf_height) < 0)
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goto damage_fbo_failure;
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glBindFramebuffer(GL_FRAMEBUFFER, self->frame_fbo.fbo);
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switch (input_type) {
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case RENDERER_INPUT_DMABUF:
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self->tex_target = GL_TEXTURE_EXTERNAL_OES;
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if (gl_compile_shader_program(&self->shader.program,
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if (gl_compile_shader_program(&self->frame_shader.program,
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"dmabuf-vertex.glsl",
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"dmabuf-fragment.glsl") < 0)
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goto shader_failure;
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goto frame_shader_failure;
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if (gl_compile_shader_program(&self->damage_shader.program,
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"dmabuf-vertex.glsl",
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"dmabuf-damage-fragment.glsl") < 0)
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goto damage_shader_failure;
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break;
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case RENDERER_INPUT_FB:
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self->tex_target = GL_TEXTURE_2D;
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if (gl_compile_shader_program(&self->shader.program,
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if (gl_compile_shader_program(&self->frame_shader.program,
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"texture-vertex.glsl",
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"texture-fragment.glsl") < 0)
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goto shader_failure;
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goto frame_shader_failure;
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if (gl_compile_shader_program(&self->damage_shader.program,
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"texture-vertex.glsl",
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"texture-damage-fragment.glsl") < 0)
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goto damage_shader_failure;
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break;
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}
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self->shader.u_tex0 = glGetUniformLocation(self->shader.program, "u_tex0");
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self->shader.u_tex1 = glGetUniformLocation(self->shader.program, "u_tex1");
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self->shader.u_proj = glGetUniformLocation(self->shader.program, "u_proj");
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self->frame_shader.u_tex0 =
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glGetUniformLocation(self->frame_shader.program, "u_tex0");
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self->frame_shader.u_tex1 =
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glGetUniformLocation(self->frame_shader.program, "u_tex1");
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self->frame_shader.u_proj =
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glGetUniformLocation(self->frame_shader.program, "u_proj");
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self->damage_shader.u_tex0 =
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glGetUniformLocation(self->damage_shader.program, "u_tex0");
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self->damage_shader.u_tex1 =
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glGetUniformLocation(self->damage_shader.program, "u_tex1");
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self->damage_shader.u_proj =
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glGetUniformLocation(self->damage_shader.program, "u_proj");
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self->output = output;
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &self->read_format);
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@ -564,8 +592,13 @@ int renderer_init(struct renderer* self, const struct output* output,
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return 0;
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shader_failure:
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fbo_failure:
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damage_shader_failure:
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glDeleteShader(self->frame_shader.program);
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frame_shader_failure:
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destroy_fbo(&self->damage_fbo);
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damage_fbo_failure:
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destroy_fbo(&self->frame_fbo);
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frame_fbo_failure:
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glDeleteTextures(ARRAY_LEN(self->tex), self->tex);
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late_extension_failure:
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make_current_failure:
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@ -663,6 +696,9 @@ void render_copy_pixels(struct renderer* self, void* dst, uint32_t y,
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uint32_t width = output_get_transformed_width(self->output);
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glReadPixels(0, y, width, height, self->read_format, self->read_type,
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dst);
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GLint read_format, read_type;
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &read_format);
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glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &read_type);
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glReadPixels(0, y, width, height, read_format, read_type, dst);
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}
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