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glcolorconvert: implement multiple render targets for GLES3
There are numerous slight differences required between Desktop GL and GLES3 for multiple render targets. 1. gl_FragData doesn't exist at all and one is required to use 'layout (location = ?) out ...' instead. 2. gl_FragColor doesn't exist, same as 1 3. texture2D() has been deprecated Fortunately most of these have been taken care of with GL3 and the shader mangling already exists so just expand the conditions they are used in. The gl_FragData issue requires a new mangle pass though. We also use this new pass on desktop GL for consistency.
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e5c43ab7fb
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1 changed files with 99 additions and 26 deletions
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@ -1798,10 +1798,11 @@ _mangle_sampler_type (const gchar * str, GstGLTextureTarget from,
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static gchar *
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_mangle_varying_attribute (const gchar * str, guint shader_type,
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GstGLAPI gl_api)
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GstGLAPI gl_api, guint gl_major, guint gl_minor)
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{
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if (gl_api & GST_GL_API_OPENGL3) {
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if (shader_type == GL_VERTEX_SHADER) {
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if (shader_type == GL_VERTEX_SHADER) {
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if ((gl_api & GST_GL_API_OPENGL3) || (gl_api & GST_GL_API_GLES2
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&& gl_major >= 3)) {
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gchar *tmp, *tmp2;
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GRegex *regex;
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@ -1817,7 +1818,10 @@ _mangle_varying_attribute (const gchar * str, guint shader_type,
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g_free (tmp);
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return tmp2;
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} else if (shader_type == GL_FRAGMENT_SHADER) {
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}
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} else if (shader_type == GL_FRAGMENT_SHADER) {
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if ((gl_api & GST_GL_API_OPENGL3) || (gl_api & GST_GL_API_GLES2
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&& gl_major > 3)) {
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gchar *tmp;
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GRegex *regex;
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@ -1833,28 +1837,48 @@ _mangle_varying_attribute (const gchar * str, guint shader_type,
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}
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static gchar *
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_mangle_frag_color (const gchar * str)
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_mangle_frag_color_data (const gchar * str)
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{
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GRegex *regex;
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gchar *ret;
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gchar *ret, *tmp;
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regex = g_regex_new ("gl_FragColor", 0, 0, NULL);
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ret = g_regex_replace_literal (regex, str, -1, 0, "fragColor", 0, NULL);
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g_regex_unref (regex);
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tmp = ret;
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/* search and replace 'gl_FragData[NUM]' into fragColor_NUM */
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regex = g_regex_new ("gl_FragData\\[(\\d+)\\]", 0, 0, NULL);
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ret = g_regex_replace (regex, tmp, -1, 0, "fragColor_\\1", 0, NULL);
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g_regex_unref (regex);
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g_free (tmp);
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return ret;
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}
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static void
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_mangle_version_profile_from_gl_api (GstGLAPI gl_api, GstGLSLVersion * version,
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GstGLSLProfile * profile)
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_mangle_version_profile_from_gl_api (GstGLAPI gl_api, gint gl_major,
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gint gl_minor, GstGLSLVersion * version, GstGLSLProfile * profile)
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{
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*version = GST_GLSL_VERSION_NONE;
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*profile = GST_GLSL_PROFILE_NONE;
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if (gl_api & GST_GL_API_OPENGL3) {
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*version = GST_GLSL_VERSION_150;
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*profile = GST_GLSL_PROFILE_NONE;
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if (gl_major > 3 || gl_minor >= 3) {
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*version = GST_GLSL_VERSION_330;
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*profile = GST_GLSL_PROFILE_CORE;
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} else {
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*version = GST_GLSL_VERSION_150;
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*profile = GST_GLSL_PROFILE_NONE;
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}
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} else if (gl_api & GST_GL_API_GLES2) {
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*version = GST_GLSL_VERSION_100;
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*profile = GST_GLSL_PROFILE_ES;
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if (gl_major >= 3) {
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*version = GST_GLSL_VERSION_300;
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*profile = GST_GLSL_PROFILE_ES;
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} else if (gl_major >= 2) {
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*version = GST_GLSL_VERSION_100;
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*profile = GST_GLSL_PROFILE_ES;
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}
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} else if (gl_api & GST_GL_API_OPENGL) {
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*version = GST_GLSL_VERSION_110;
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*profile = GST_GLSL_PROFILE_COMPATIBILITY;
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@ -1863,22 +1887,28 @@ _mangle_version_profile_from_gl_api (GstGLAPI gl_api, GstGLSLVersion * version,
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static gchar *
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_mangle_shader (const gchar * str, guint shader_type, GstGLTextureTarget from,
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GstGLTextureTarget to, GstGLAPI gl_api, GstGLSLVersion * version,
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GstGLSLProfile * profile)
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GstGLTextureTarget to, GstGLAPI gl_api, gint gl_major, gint gl_minor,
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GstGLSLVersion * version, GstGLSLProfile * profile)
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{
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gchar *tmp, *tmp2;
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_mangle_version_profile_from_gl_api (gl_api, gl_major, gl_minor, version,
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profile);
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tmp = _mangle_texture_access (str, from, to, gl_api);
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tmp2 = _mangle_sampler_type (tmp, from, to);
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g_free (tmp);
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tmp = _mangle_varying_attribute (tmp2, shader_type, gl_api);
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tmp =
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_mangle_varying_attribute (tmp2, shader_type, gl_api, gl_major, gl_minor);
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g_free (tmp2);
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if (shader_type == GL_FRAGMENT_SHADER && gl_api & GST_GL_API_OPENGL3) {
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tmp2 = _mangle_frag_color (tmp);
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g_free (tmp);
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tmp = tmp2;
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if (shader_type == GL_FRAGMENT_SHADER) {
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if ((*profile == GST_GLSL_PROFILE_ES && *version >= GST_GLSL_VERSION_300)
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|| (*profile == GST_GLSL_PROFILE_CORE
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&& *version >= GST_GLSL_VERSION_150)) {
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tmp2 = _mangle_frag_color_data (tmp);
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g_free (tmp);
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tmp = tmp2;
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}
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}
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_mangle_version_profile_from_gl_api (gl_api, version, profile);
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return tmp;
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}
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@ -1895,15 +1925,18 @@ _create_shader (GstGLColorConvert * convert)
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const gchar *strings[2];
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GError *error = NULL;
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GstGLAPI gl_api;
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gint gl_major, gl_minor;
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int i;
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gl_api = gst_gl_context_get_gl_api (convert->context);
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gst_gl_context_get_gl_version (convert->context, &gl_major, &gl_minor);
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ret = gst_gl_shader_new (convert->context);
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tmp =
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_mangle_shader (text_vertex_shader, GL_VERTEX_SHADER, info->templ->target,
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convert->priv->from_texture_target, gl_api, &version, &profile);
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convert->priv->from_texture_target, gl_api, gl_major, gl_minor, &version,
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&profile);
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tmp1 = gst_glsl_version_profile_to_string (version, profile);
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version_str = g_strdup_printf ("#version %s\n", tmp1);
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@ -1941,9 +1974,37 @@ _create_shader (GstGLColorConvert * convert)
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if (info->templ->uniforms)
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g_string_append (str, info->templ->uniforms);
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if (gl_api & GST_GL_API_OPENGL3) {
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g_string_append_c (str, '\n');
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g_string_append (str, "out vec4 fragColor;\n");
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g_string_append_c (str, '\n');
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/* GL 3.3+ and GL ES 3.x */
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if ((profile == GST_GLSL_PROFILE_CORE && version >= GST_GLSL_VERSION_330)
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|| (profile == GST_GLSL_PROFILE_ES && version >= GST_GLSL_VERSION_300)) {
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if (info->out_n_textures > 1) {
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gint i;
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for (i = 0; i < info->out_n_textures; i++) {
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g_string_append_printf (str,
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"layout(location = %d) out vec4 fragColor_%d;\n", i, i);
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}
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} else {
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g_string_append (str, "layout (location = 0) out vec4 fragColor;\n");
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}
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} else if (profile == GST_GLSL_PROFILE_CORE
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&& version >= GST_GLSL_VERSION_150) {
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/* no layout specifiers, use glBindFragDataLocation instead */
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if (info->out_n_textures > 1) {
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gint i;
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for (i = 0; i < info->out_n_textures; i++) {
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gchar *var_name = g_strdup_printf ("fragColor_%d", i);
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g_string_append_printf (str, "out vec4 %s;\n", var_name);
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gst_gl_shader_bind_frag_data_location (ret, i, var_name);
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g_free (var_name);
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}
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} else {
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g_string_append (str, "out vec4 fragColor;\n");
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gst_gl_shader_bind_frag_data_location (ret, 0, "fragColor");
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}
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}
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for (i = 0; i < MAX_FUNCTIONS; i++) {
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@ -1955,7 +2016,19 @@ _create_shader (GstGLColorConvert * convert)
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g_string_append_c (str, '\n');
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}
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g_string_append (str, "\nvarying vec2 v_texcoord;\nvoid main (void) {\n");
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{
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const gchar *varying = NULL;
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if ((profile == GST_GLSL_PROFILE_ES && version >= GST_GLSL_VERSION_300)
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|| (profile == GST_GLSL_PROFILE_CORE
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&& version >= GST_GLSL_VERSION_150)) {
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varying = "in";
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} else {
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varying = "varying";
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}
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g_string_append_printf (str, "\n%s vec2 v_texcoord;\nvoid main (void) {\n",
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varying);
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}
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if (info->frag_body) {
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g_string_append (str, "vec2 texcoord;\n");
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if (convert->priv->from_texture_target == GST_GL_TEXTURE_TARGET_RECTANGLE
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tmp = g_string_free (str, FALSE);
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info->frag_prog = _mangle_shader (tmp, GL_FRAGMENT_SHADER,
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info->templ->target, convert->priv->from_texture_target, gl_api,
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&version, &profile);
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gl_major, gl_minor, &version, &profile);
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g_free (tmp);
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strings[1] = info->frag_prog;
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