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In glsl, #extension directives need to before other non-preprocesser directives. We were placing the precision qualifier before that. Fix by moving the #extension to the first line in the shader. Fixes: https://gitlab.freedesktop.org/gstreamer/gst-plugins-base/issues/601
176 lines
5.2 KiB
C
176 lines
5.2 KiB
C
/*
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* GStreamer
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* Copyright (C) 2015 Matthew Waters <matthew@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstglshaderstrings.h"
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#define MEDIUMP_PRECISION \
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"#ifdef GL_ES\n" \
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"precision mediump float;\n" \
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"#endif\n"
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#define HIGHP_PRECISION \
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"#ifdef GL_ES\n" \
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"precision highp float;\n" \
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"#endif\n"
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/* *INDENT-OFF* */
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const gchar *gst_gl_shader_string_fragment_mediump_precision =
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MEDIUMP_PRECISION;
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const gchar *gst_gl_shader_string_fragment_highp_precision =
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HIGHP_PRECISION;
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const gchar *gst_gl_shader_string_vertex_default =
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = a_position;\n"
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" v_texcoord = a_texcoord;\n"
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"}\n";
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const gchar *gst_gl_shader_string_vertex_mat4_texture_transform =
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"uniform mat4 u_transformation;\n"
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = a_position;\n"
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" v_texcoord = (u_transformation * vec4(a_texcoord, 0, 1)).xy;\n"
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"}\n";
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const gchar *gst_gl_shader_string_vertex_mat4_vertex_transform =
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"uniform mat4 u_transformation;\n"
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = u_transformation * a_position;\n"
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" v_texcoord = a_texcoord;\n"
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"}\n";
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#define DEFAULT_FRAGMENT_BODY \
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"varying vec2 v_texcoord;\n" \
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"uniform sampler2D tex;\n" \
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"void main()\n" \
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"{\n" \
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" gl_FragColor = texture2D(tex, v_texcoord);\n" \
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"}"
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const gchar *gst_gl_shader_string_fragment_default =
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MEDIUMP_PRECISION
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DEFAULT_FRAGMENT_BODY;
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#define EXTERNAL_FRAGMENT_HEADER \
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"#extension GL_OES_EGL_image_external : require\n"
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#define EXTERNAL_FRAGMENT_BODY \
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"varying vec2 v_texcoord;\n" \
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"uniform samplerExternalOES tex;\n" \
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"void main()\n" \
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"{\n" \
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" gl_FragColor = texture2D(tex, v_texcoord);\n" \
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"}"
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const gchar *gst_gl_shader_string_fragment_external_oes_default =
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EXTERNAL_FRAGMENT_HEADER
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MEDIUMP_PRECISION
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EXTERNAL_FRAGMENT_BODY;
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/* *INDENT-ON* */
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/**
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* gst_gl_shader_string_get_highest_precision:
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* @context: a #GstGLContext
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* @version: a #GstGLSLVersion
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* @profile: a #GstGLSLProfile
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*
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* Generates a shader string that defines the precision of float types in
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* GLSL shaders. This is particularly needed for fragment shaders in a
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* GLSL ES context where there is no default precision specified.
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*
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* Practically, this will return the string 'precision mediump float'
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* or 'precision highp float' depending on if high precision floats are
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* determined to be supported.
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*
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* Returns: a shader string defining the precision of float types based on
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* @context, @version and @profile
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*
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* Since: 1.16
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*/
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const gchar *
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gst_gl_shader_string_get_highest_precision (GstGLContext * context,
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GstGLSLVersion version, GstGLSLProfile profile)
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{
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if (gst_gl_context_supports_precision (context, version, profile)) {
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if (gst_gl_context_supports_precision_highp (context, version, profile))
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return gst_gl_shader_string_fragment_highp_precision;
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else
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return gst_gl_shader_string_fragment_mediump_precision;
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}
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return "";
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}
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/**
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* gst_gl_shader_string_fragment_get_default:
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* @context: a #GstGLContext
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* @version: a #GstGLSLVersion
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* @profile: a #GstGLSLProfile
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*
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* Returns: a passthrough shader string for copying an input texture to
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* the output
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*
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* Since: 1.16
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*/
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gchar *
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gst_gl_shader_string_fragment_get_default (GstGLContext * context,
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GstGLSLVersion version, GstGLSLProfile profile)
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{
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const gchar *precision =
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gst_gl_shader_string_get_highest_precision (context, version, profile);
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return g_strdup_printf ("%s%s", precision, DEFAULT_FRAGMENT_BODY);
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}
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/**
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* gst_gl_shader_string_fragment_external_oes_get_default:
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* @context: a #GstGLContext
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* @version: a #GstGLSLVersion
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* @profile: a #GstGLSLProfile
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*
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* Returns: a passthrough shader string for copying an input external-oes
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* texture to the output
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*
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* Since: 1.16
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*/
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gchar *
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gst_gl_shader_string_fragment_external_oes_get_default (GstGLContext * context,
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GstGLSLVersion version, GstGLSLProfile profile)
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{
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const gchar *precision =
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gst_gl_shader_string_get_highest_precision (context, version, profile);
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return g_strdup_printf ("%s%s%s", EXTERNAL_FRAGMENT_HEADER, precision,
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EXTERNAL_FRAGMENT_BODY);
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}
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