[PATCH 5/6] gl-renderer: Correct colors during rendering
Niels Ole Salscheider
niels_ole at salscheider-online.de
Mon Oct 13 10:40:50 PDT 2014
This patch ignores the borders for now.
Signed-off-by: Niels Ole Salscheider <niels_ole at salscheider-online.de>
---
src/gl-renderer.c | 234 ++++++++++++++++++++++++++++++++++++++++++++++++++++--
1 file changed, 226 insertions(+), 8 deletions(-)
diff --git a/src/gl-renderer.c b/src/gl-renderer.c
index 470f98a..4bc8b9b 100644
--- a/src/gl-renderer.c
+++ b/src/gl-renderer.c
@@ -38,6 +38,8 @@
#include <EGL/eglext.h>
#include "weston-egl-ext.h"
+#include "cms-server-protocol.h"
+
struct gl_shader {
GLuint program;
GLuint vertex_shader, fragment_shader;
@@ -74,6 +76,10 @@ struct gl_output_state {
enum gl_border_status border_damage[BUFFER_DAMAGE_COUNT];
struct gl_border_image borders[4];
enum gl_border_status border_status;
+
+ GLuint fb;
+ GLuint fb_texture;
+ GLuint lut;
};
enum buffer_type {
@@ -85,6 +91,7 @@ enum buffer_type {
struct gl_surface_state {
GLfloat color[4];
struct gl_shader *shader;
+ struct gl_shader *lut_shader;
GLuint textures[3];
int num_textures;
@@ -97,6 +104,8 @@ struct gl_surface_state {
GLenum gl_format;
GLenum gl_pixel_type;
+ GLuint lut;
+
EGLImageKHR images[3];
GLenum target;
int num_images;
@@ -531,6 +540,67 @@ shader_uniforms(struct gl_shader *shader,
}
static void
+gl_renderer_attach_lut(struct weston_surface *es)
+{
+ struct weston_compositor *ec = es->compositor;
+ struct gl_renderer *gr = get_renderer(ec);
+ struct gl_surface_state *gs = get_surface_state(es);
+
+ if (!gs->lut) {
+ glGenTextures(1, &gs->lut);
+ glBindTexture(GL_TEXTURE_3D_OES, gs->lut);
+ glTexParameteri(GL_TEXTURE_3D_OES,
+ GL_TEXTURE_WRAP_R_OES, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_3D_OES,
+ GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_3D_OES,
+ GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ } else
+ glBindTexture(GL_TEXTURE_3D_OES, gs->lut);
+
+#ifdef GL_EXT_unpack_subimage
+ glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
+#endif
+ gr->teximage3d(GL_TEXTURE_3D_OES, 0, GL_RGB,
+ es->colorspace->clut.points, es->colorspace->clut.points,
+ es->colorspace->clut.points, 0, GL_RGB, GL_UNSIGNED_BYTE,
+ es->colorspace->clut.data);
+}
+
+static void
+gl_renderer_attach_output_lut(struct weston_output *output)
+{
+ struct gl_renderer *gr = get_renderer(output->compositor);
+ struct gl_output_state *go = get_output_state(output);
+
+ if (!go->lut) {
+ glGenTextures(1, &go->lut);
+ glBindTexture(GL_TEXTURE_3D_OES, go->lut);
+ glTexParameteri(GL_TEXTURE_3D_OES,
+ GL_TEXTURE_WRAP_R_OES, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_3D_OES,
+ GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_3D_OES,
+ GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ } else
+ glBindTexture(GL_TEXTURE_3D_OES, go->lut);
+
+#ifdef GL_EXT_unpack_subimage
+ glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
+#endif
+ gr->teximage3d(GL_TEXTURE_3D_OES, 0, GL_RGB,
+ output->colorspace->clut.points,
+ output->colorspace->clut.points,
+ output->colorspace->clut.points,
+ 0, GL_RGB, GL_UNSIGNED_BYTE,
+ output->colorspace->clut.data);
+}
+
+static void
draw_view(struct weston_view *ev, struct weston_output *output,
pixman_region32_t *damage) /* in global coordinates */
{
@@ -547,7 +617,7 @@ draw_view(struct weston_view *ev, struct weston_output *output,
/* In case of a runtime switch of renderers, we may not have received
* an attach for this surface since the switch. In that case we don't
* have a valid buffer or a proper shader set up so skip rendering. */
- if (!gs->shader)
+ if (!gs->shader || !gs->lut_shader)
return;
pixman_region32_init(&repaint);
@@ -565,8 +635,14 @@ draw_view(struct weston_view *ev, struct weston_output *output,
shader_uniforms(&gr->solid_shader, ev, output);
}
- use_shader(gr, gs->shader);
- shader_uniforms(gs->shader, ev, output);
+ if (gr->has_texture_3d && ev->surface->colorspace->clut.data) {
+ use_shader(gr, gs->lut_shader);
+ shader_uniforms(gs->lut_shader, ev, output);
+ } else {
+ use_shader(gr, gs->shader);
+ shader_uniforms(gs->shader, ev, output);
+ }
+
if (ev->transform.enabled || output->zoom.active ||
output->current_scale != ev->surface->buffer_viewport.buffer.scale)
@@ -581,6 +657,17 @@ draw_view(struct weston_view *ev, struct weston_output *output,
glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter);
}
+ /* Set LUT */
+ if (gr->has_texture_3d && ev->surface->colorspace->clut.data) {
+ gl_renderer_attach_lut(ev->surface);
+ glActiveTexture(GL_TEXTURE0 + i);
+ glBindTexture(GL_TEXTURE_3D_OES, gs->lut);
+ glTexParameteri(GL_TEXTURE_3D_OES, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_3D_OES, GL_TEXTURE_MAG_FILTER,
+ GL_LINEAR);
+ }
+
/* blended region is whole surface minus opaque region: */
pixman_region32_init_rect(&surface_blend, 0, 0,
ev->surface->width, ev->surface->height);
@@ -588,14 +675,23 @@ draw_view(struct weston_view *ev, struct weston_output *output,
/* XXX: Should we be using ev->transform.opaque here? */
if (pixman_region32_not_empty(&ev->surface->opaque)) {
- if (gs->shader == &gr->texture_shader_rgba) {
+ if (gs->shader == &gr->texture_shader_rgba ||
+ gs->lut_shader == &gr->texture_shader_rgba_lut) {
/* Special case for RGBA textures with possibly
* bad data in alpha channel: use the shader
* that forces texture alpha = 1.0.
* Xwayland surfaces need this.
*/
- use_shader(gr, &gr->texture_shader_rgbx);
- shader_uniforms(&gr->texture_shader_rgbx, ev, output);
+ if (gr->has_texture_3d &&
+ ev->surface->colorspace->clut.data) {
+ use_shader(gr, &gr->texture_shader_rgbx_lut);
+ shader_uniforms(&gr->texture_shader_rgbx_lut,
+ ev, output);
+ } else {
+ use_shader(gr, &gr->texture_shader_rgbx);
+ shader_uniforms(&gr->texture_shader_rgbx,
+ ev, output);
+ }
}
if (ev->alpha < 1.0)
@@ -607,7 +703,13 @@ draw_view(struct weston_view *ev, struct weston_output *output,
}
if (pixman_region32_not_empty(&surface_blend)) {
- use_shader(gr, gs->shader);
+ if (gr->has_texture_3d && ev->surface->colorspace->clut.data) {
+ use_shader(gr, gs->lut_shader);
+ shader_uniforms(gs->lut_shader, ev, output);
+ } else {
+ use_shader(gr, gs->shader);
+ shader_uniforms(gs->shader, ev, output);
+ }
glEnable(GL_BLEND);
repaint_region(ev, &repaint, &surface_blend);
}
@@ -864,6 +966,95 @@ output_rotate_damage(struct weston_output *output,
}
static void
+use_fb(struct weston_output *output, GLuint *texture)
+{
+ struct gl_output_state *go = get_output_state(output);
+
+ if (!go->fb)
+ glGenFramebuffers(1, &go->fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, go->fb);
+
+ if (!*texture)
+ glGenTextures(1, texture);
+ glBindTexture(GL_TEXTURE_2D, *texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, output->width,
+ output->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, *texture, 0);
+}
+
+static int
+draw_fb(struct weston_output *output)
+{
+ struct gl_output_state *go = get_output_state(output);
+ struct weston_compositor *compositor = output->compositor;
+ struct gl_renderer *gr = get_renderer(compositor);
+
+ static GLushort indices [] = { 0, 1, 3, 2 };
+
+ GLfloat texcoord[] = {
+ 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ };
+
+ GLfloat verts[] = {
+ output->x, output->y,
+ output->x + output->width, output->y,
+ output->x + output->width, output->y + output->height,
+ output->x, output->y + output->height
+ };
+
+ struct weston_matrix matrix;
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ use_shader(gr, &gr->fb_shader);
+
+ glViewport(0, 0, output->width, output->height);
+
+ weston_matrix_init(&matrix);
+ weston_matrix_translate(&matrix,
+ -(output->x + output->width / 2.0),
+ -(output->y + output->height / 2.0), 0);
+ weston_matrix_scale(&matrix,
+ 2.0 / output->width,
+ 2.0 / output->height, 1);
+ glUniformMatrix4fv(gr->fb_shader.proj_uniform, 1, GL_FALSE, matrix.d);
+
+ glUniform1i(gr->fb_shader.tex_uniforms[0], 0);
+ glUniform1i(gr->fb_shader.lut_uniform, 1);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, go->fb_texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_3D_OES, go->lut);
+ glTexParameteri(GL_TEXTURE_3D_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_3D_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+
+ glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, indices);
+
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(0);
+
+ return 0;
+}
+
+static void
gl_renderer_repaint_output(struct weston_output *output,
pixman_region32_t *output_damage)
{
@@ -889,6 +1080,9 @@ gl_renderer_repaint_output(struct weston_output *output,
if (use_output(output) < 0)
return;
+ if (gr->has_texture_3d && output->colorspace->clut.data)
+ use_fb(output, &go->fb_texture);
+
/* if debugging, redraw everything outside the damage to clean up
* debug lines from the previous draw on this buffer:
*/
@@ -918,8 +1112,14 @@ gl_renderer_repaint_output(struct weston_output *output,
pixman_region32_fini(&buffer_damage);
draw_output_borders(output, border_damage);
-
pixman_region32_copy(&output->previous_damage, output_damage);
+
+ if (gr->has_texture_3d && output->colorspace->clut.data) {
+ gl_renderer_attach_output_lut(output);
+ if (draw_fb(output) < 0)
+ return;
+ }
+
wl_signal_emit(&output->frame_signal, output);
#ifdef EGL_EXT_swap_buffers_with_damage
@@ -1134,18 +1334,21 @@ gl_renderer_attach_shm(struct weston_surface *es, struct weston_buffer *buffer,
switch (wl_shm_buffer_get_format(shm_buffer)) {
case WL_SHM_FORMAT_XRGB8888:
+ gs->lut_shader = &gr->texture_shader_rgbx_lut;
gs->shader = &gr->texture_shader_rgbx;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
gl_format = GL_BGRA_EXT;
gl_pixel_type = GL_UNSIGNED_BYTE;
break;
case WL_SHM_FORMAT_ARGB8888:
+ gs->lut_shader = &gr->texture_shader_rgba_lut;
gs->shader = &gr->texture_shader_rgba;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
gl_format = GL_BGRA_EXT;
gl_pixel_type = GL_UNSIGNED_BYTE;
break;
case WL_SHM_FORMAT_RGB565:
+ gs->lut_shader = &gr->texture_shader_rgbx_lut;
gs->shader = &gr->texture_shader_rgbx;
pitch = wl_shm_buffer_get_stride(shm_buffer) / 2;
gl_format = GL_RGB;
@@ -1207,23 +1410,28 @@ gl_renderer_attach_egl(struct weston_surface *es, struct weston_buffer *buffer,
case EGL_TEXTURE_RGBA:
default:
num_planes = 1;
+ gs->lut_shader = &gr->texture_shader_rgba_lut;
gs->shader = &gr->texture_shader_rgba;
break;
case EGL_TEXTURE_EXTERNAL_WL:
num_planes = 1;
gs->target = GL_TEXTURE_EXTERNAL_OES;
+ gs->lut_shader = &gr->texture_shader_egl_external_lut;
gs->shader = &gr->texture_shader_egl_external;
break;
case EGL_TEXTURE_Y_UV_WL:
num_planes = 2;
+ gs->lut_shader = &gr->texture_shader_y_uv; /* TODO */
gs->shader = &gr->texture_shader_y_uv;
break;
case EGL_TEXTURE_Y_U_V_WL:
num_planes = 3;
+ gs->lut_shader = &gr->texture_shader_y_u_v; /* TODO */
gs->shader = &gr->texture_shader_y_u_v;
break;
case EGL_TEXTURE_Y_XUXV_WL:
num_planes = 2;
+ gs->lut_shader = &gr->texture_shader_y_xuxv; /* TODO */
gs->shader = &gr->texture_shader_y_xuxv;
break;
}
@@ -1276,6 +1484,8 @@ gl_renderer_attach(struct weston_surface *es, struct weston_buffer *buffer)
gs->num_images = 0;
glDeleteTextures(gs->num_textures, gs->textures);
gs->num_textures = 0;
+ if (gs->lut)
+ glDeleteTextures(1, &gs->lut);
gs->buffer_type = BUFFER_TYPE_NULL;
gs->y_inverted = 1;
return;
@@ -1308,6 +1518,7 @@ gl_renderer_surface_set_color(struct weston_surface *surface,
gs->color[2] = blue;
gs->color[3] = alpha;
+ gs->lut_shader = &gr->solid_shader; /* TODO */
gs->shader = &gr->solid_shader;
}
@@ -1322,6 +1533,8 @@ surface_state_destroy(struct gl_surface_state *gs, struct gl_renderer *gr)
gs->surface->renderer_state = NULL;
glDeleteTextures(gs->num_textures, gs->textures);
+ if (gs->lut)
+ glDeleteTextures(1, &gs->lut);
for (i = 0; i < gs->num_images; i++)
gr->destroy_image(gr->egl_display, gs->images[i]);
@@ -1874,6 +2087,11 @@ gl_renderer_output_destroy(struct weston_output *output)
for (i = 0; i < 2; i++)
pixman_region32_fini(&go->buffer_damage[i]);
+ if (go->fb_texture)
+ glDeleteTextures(1, &go->fb_texture);
+ if (go->fb)
+ glDeleteFramebuffers(1, &go->fb);
+
eglDestroySurface(gr->egl_display, go->egl_surface);
free(go);
--
2.1.2
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