xref: /aosp_15_r20/external/virglrenderer/src/vrend_blitter.h (revision bbecb9d118dfdb95f99bd754f8fa9be01f189df3)
1 /**************************************************************************
2  *
3  * Copyright (C) 2014 Red Hat Inc.
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a
6  * copy of this software and associated documentation files (the "Software"),
7  * to deal in the Software without restriction, including without limitation
8  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9  * and/or sell copies of the Software, and to permit persons to whom the
10  * Software is furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice shall be included
13  * in all copies or substantial portions of the Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
16  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
19  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
20  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
21  * OTHER DEALINGS IN THE SOFTWARE.
22  *
23  **************************************************************************/
24 #ifndef VREND_BLITTER_H
25 #define VREND_BLITTER_H
26 
27 #include "util/os_misc.h"
28 #include "util/macros.h"
29 
30 /* shaders for blitting */
31 
32 #define FS_HEADER_GL                               \
33    "#version 130\n"                             \
34    "// Blitter\n"                               \
35    "%s"                                         \
36 
37 #define FS_HEADER_GLES                             \
38    "#version 310 es\n"                          \
39    "// Blitter\n"                               \
40    "%s"                                         \
41    "precision mediump float;\n"                 \
42 
43 #define FS_HEADER_GLES_MS_ARRAY                             \
44    "#version 310 es\n"                          \
45    "// Blitter\n"                               \
46    "#extension GL_OES_texture_storage_multisample_2d_array: require\n" \
47    "%s"                                         \
48    "precision mediump float;\n"                 \
49 
50 #define HEADER_GL                               \
51    "#version 130\n"                             \
52    "// Blitter\n"                               \
53 
54 #define HEADER_GLES                             \
55    "#version 310 es\n"                          \
56    "// Blitter\n"                               \
57    "precision mediump float;\n"                 \
58 
59 #define HEADER_GLES_MS_ARRAY                             \
60    "#version 310 es\n"                          \
61    "// Blitter\n"                               \
62    "#extension GL_OES_texture_storage_multisample_2d_array: require\n" \
63    "precision mediump float;\n"                 \
64 
65 
66 #define FS_FUNC_COL_SRGB_DECODE                                         \
67    "cvec4 srgb_decode(cvec4 col) {\n"                                   \
68    "   vec3 temp = vec3(col.rgb);\n"                                    \
69    "   bvec3 thresh = lessThanEqual(temp, vec3(0.04045));\n"            \
70    "   vec3 a = temp / vec3(12.92);\n"                                  \
71    "   vec3 b = pow((temp + vec3(0.055)) / vec3(1.055), vec3(2.4));\n"  \
72    "   return cvec4(clamp(mix(b, a, thresh), 0.0, 1.0), col.a);\n"      \
73    "}\n"
74 
75 #define FS_FUNC_COL_SRGB_ENCODE                                               \
76    "cvec4 srgb_encode(cvec4 col) {\n"                                         \
77    "   vec3 temp = vec3(col.rgb);\n"                                          \
78    "   bvec3 thresh = lessThanEqual(temp, vec3(0.0031308));\n"                \
79    "   vec3 a = temp * vec3(12.92);\n"                                        \
80    "   vec3 b = (vec3(1.055) * pow(temp, vec3(1.0 / 2.4))) - vec3(0.055);\n"  \
81    "   return cvec4(mix(b, a, thresh), col.a);\n"                             \
82    "}\n"
83 
84 
85 #define VS_PASSTHROUGH_BODY                     \
86    "in vec4 arg0;\n"                            \
87    "in vec4 arg1;\n"                            \
88    "out vec4 tc;\n"                             \
89    "void main() {\n"                            \
90    "   gl_Position = arg0;\n"                   \
91    "   tc = arg1;\n"                            \
92    "}\n"
93 
94 #define VS_PASSTHROUGH_GL HEADER_GL VS_PASSTHROUGH_BODY
95 #define VS_PASSTHROUGH_GLES HEADER_GLES VS_PASSTHROUGH_BODY
96 
97 #define FS_TEXFETCH_COL_BODY                                 \
98    "#define cvec4 %s\n"                                      \
99    "%s\n" /* conditional decode() */                         \
100    "%s\n" /* conditional encode() */                         \
101    "#define decode %s\n"                                     \
102    "#define encode %s\n"                                     \
103    "uniform mediump %csampler%s samp;\n"                     \
104    "in vec4 tc;\n"                                           \
105    "out cvec4 FragColor;\n"                                  \
106    "void main() {\n"                                         \
107    "   cvec4 texel = decode(cvec4(texture(samp, tc%s)));\n"  \
108    "   FragColor = encode(cvec4(%s));\n"                     \
109    "}\n"
110 
111 #define FS_TEXFETCH_COL_GLES_1D_BODY                              \
112    "#define cvec4 %s\n"                                           \
113    "%s\n" /* conditional decode() */                              \
114    "%s\n" /* conditional encode() */                              \
115    "#define decode %s\n"                                          \
116    "#define encode %s\n"                                          \
117    "uniform mediump %csampler%s samp;\n"                          \
118    "in vec4 tc;\n"                                                \
119    "out cvec4 FragColor;\n"                                       \
120    "void main() {\n"                                              \
121    "   cvec4 texel = decode(texture(samp, vec2(tc%s, 0.5)));\n"   \
122    "   FragColor = encode(cvec4(%s));\n"                          \
123    "}\n"
124 
125 #define FS_TEXFETCH_COL_GL FS_HEADER_GL FS_TEXFETCH_COL_BODY
126 #define FS_TEXFETCH_COL_GLES FS_HEADER_GLES FS_TEXFETCH_COL_BODY
127 #define FS_TEXFETCH_COL_GLES_1D FS_HEADER_GLES FS_TEXFETCH_COL_GLES_1D_BODY
128 
129 #define FS_TEXFETCH_COL_MSAA_BODY                             \
130    "#define cvec4 %s\n"                                       \
131    "%s\n" /* conditional decode() */                          \
132    "%s\n" /* conditional encode() */                          \
133    "#define decode %s\n"                                      \
134    "#define encode %s\n"                                      \
135    "uniform mediump %csampler%s samp;\n"                      \
136    "in vec4 tc;\n"                                            \
137    "out cvec4 FragColor;\n"                                   \
138    "void main() {\n"                                          \
139    "   const int num_samples = %d;\n"                         \
140    "   cvec4 texel = cvec4(0);\n"                             \
141    "   for (int i = 0; i < num_samples; ++i) \n"              \
142    "      texel += decode(texelFetch(samp, %s(tc%s), i));\n"  \
143    "   texel = texel / cvec4(num_samples);\n"                 \
144    "   FragColor = encode(cvec4(%s));\n"                      \
145    "}\n"
146 
147 #define FS_TEXFETCH_COL_MSAA_GL FS_HEADER_GL FS_TEXFETCH_COL_MSAA_BODY
148 #define FS_TEXFETCH_COL_MSAA_GLES FS_HEADER_GLES FS_TEXFETCH_COL_MSAA_BODY
149 #define FS_TEXFETCH_COL_MSAA_ARRAY_GLES FS_HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY
150 
151 #define FS_TEXFETCH_DS_BODY                             \
152    "uniform mediump sampler%s samp;\n"                          \
153    "in vec4 tc;\n"                                      \
154    "void main() {\n"                                    \
155    "   gl_FragDepth = float(texture(samp, tc%s).x);\n"  \
156    "}\n"
157 
158 #define FS_TEXFETCH_DS_GL HEADER_GL FS_TEXFETCH_DS_BODY
159 #define FS_TEXFETCH_DS_GLES HEADER_GLES FS_TEXFETCH_DS_BODY
160 
161 #define FS_TEXFETCH_DS_MSAA_BODY                                         \
162    "#extension GL_ARB_texture_multisample : enable\n"                    \
163    "uniform sampler%s samp;\n"                                           \
164    "in vec4 tc;\n"                                                       \
165    "void main() {\n"                                                     \
166    "   gl_FragDepth = float(texelFetch(samp, %s(tc%s), 0).x);\n" \
167    "}\n"
168 
169 #define FS_TEXFETCH_DS_MSAA_BODY_GLES                                     \
170    "uniform mediump sampler%s samp;\n"                                           \
171    "in vec4 tc;\n"                                                       \
172    "void main() {\n"                                                     \
173    "   gl_FragDepth = float(texelFetch(samp, %s(tc%s), 0).x);\n" \
174    "}\n"
175 
176 
177 struct vrend_context;
178 struct vrend_resource;
179 struct vrend_blit_info;
180 #define FS_TEXFETCH_DS_MSAA_GL HEADER_GL FS_TEXFETCH_DS_MSAA_BODY
181 #define FS_TEXFETCH_DS_MSAA_GLES HEADER_GLES FS_TEXFETCH_DS_MSAA_BODY_GLES
182 #define FS_TEXFETCH_DS_MSAA_ARRAY_GLES HEADER_GLES_MS_ARRAY FS_TEXFETCH_DS_MSAA_BODY_GLES
183 
184 /* implement blitting using OpenGL. */
185 void vrend_renderer_blit_gl(ASSERTED struct vrend_context *ctx,
186                             struct vrend_resource *src_res,
187                             struct vrend_resource *dst_res,
188                             const struct vrend_blit_info *info);
189 void vrend_blitter_fini(void);
190 
191 #endif
192