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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 /* shaders for blitting */
28 
29 #define HEADER_GL                               \
30    "// Blitter\n"                               \
31    "#version 130\n"                             \
32 
33 #define HEADER_GLES                             \
34    "// Blitter\n"                               \
35    "#version 310 es\n"                          \
36    "precision mediump float;\n"                 \
37 
38 #define VS_PASSTHROUGH_BODY                     \
39    "in vec4 arg0;\n"                            \
40    "in vec4 arg1;\n"                            \
41    "out vec4 tc;\n"                             \
42    "void main() {\n"                            \
43    "   gl_Position = arg0;\n"                   \
44    "   tc = arg1;\n"                            \
45    "}\n"
46 
47 #define VS_PASSTHROUGH_GL HEADER_GL VS_PASSTHROUGH_BODY
48 #define VS_PASSTHROUGH_GLES HEADER_GLES VS_PASSTHROUGH_BODY
49 
50 
51 #define FS_TEXFETCH_COL_BODY                    \
52    "%s"                                         \
53    "#define cvec4 %s\n"                         \
54    "uniform mediump %csampler%s samp;\n"        \
55    "in vec4 tc;\n"                              \
56    "out cvec4 FragColor;\n"                     \
57    "void main() {\n"                            \
58    "   cvec4 texel = texture(samp, tc%s);\n"    \
59    "   FragColor = cvec4(%s);\n"                \
60    "}\n"
61 
62 #define FS_TEXFETCH_COL_GL HEADER_GL FS_TEXFETCH_COL_BODY
63 #define FS_TEXFETCH_COL_GLES HEADER_GLES FS_TEXFETCH_COL_BODY
64 
65 
66 #define FS_TEXFETCH_COL_MSAA_BODY                       \
67    "%s"                                                 \
68    "#define cvec4 %s\n"                                 \
69    "uniform mediump %csampler%s samp;\n"                \
70    "in vec4 tc;\n"                                      \
71    "out cvec4 FragColor;\n"                             \
72    "void main() {\n"                                    \
73    "   const int num_samples = %d;\n"                   \
74    "   cvec4 texel = cvec4(0);\n"                       \
75    "   for (int i = 0; i < num_samples; ++i) \n"        \
76    "      texel += texelFetch(samp, %s(tc%s), i);\n"    \
77    "   texel = texel / cvec4(num_samples);\n"           \
78    "   FragColor = cvec4(%s);\n"                        \
79    "}\n"
80 
81 #define FS_TEXFETCH_COL_MSAA_GL HEADER_GL FS_TEXFETCH_COL_MSAA_BODY
82 #define FS_TEXFETCH_COL_MSAA_GLES HEADER_GLES FS_TEXFETCH_COL_MSAA_BODY
83 
84 #define FS_TEXFETCH_DS_BODY                             \
85    "uniform sampler%s samp;\n"                          \
86    "in vec4 tc;\n"                                      \
87    "void main() {\n"                                    \
88    "   gl_FragDepth = float(texture(samp, tc%s).x);\n"  \
89    "}\n"
90 
91 #define FS_TEXFETCH_DS_GL HEADER_GL FS_TEXFETCH_DS_BODY
92 #define FS_TEXFETCH_DS_GLES HEADER_GLES FS_TEXFETCH_DS_BODY
93 
94 
95 #define FS_TEXFETCH_DS_MSAA_BODY                                         \
96    "#extension GL_ARB_texture_multisample : enable\n"                    \
97    "uniform sampler%s samp;\n"                                           \
98    "in vec4 tc;\n"                                                       \
99    "void main() {\n"                                                     \
100    "   gl_FragDepth = float(texelFetch(samp, %s(tc%s), int(tc.z)).x);\n" \
101    "}\n"
102 
103 #define FS_TEXFETCH_DS_MSAA_GL HEADER_GL FS_TEXFETCH_DS_MSAA_BODY
104 #define FS_TEXFETCH_DS_MSAA_GLES HEADER_GLES FS_TEXFETCH_DS_MSAA_BODY
105 
106 
107 #endif
108