- Reindent all sources to common coding style again.

- Fix compile bug occurred with gcc10 (-fno-common is now default)
This commit is contained in:
Dirk Nehring
2020-04-10 16:17:23 +02:00
parent 5875e10479
commit 36c208967e
13 changed files with 1236 additions and 1076 deletions

315
shaders.h
View File

@@ -11,7 +11,6 @@ const char *gl_version = "#version 300 es ";
#endif
#endif
/* Color conversion matrix: RGB = m * YUV + c
* m is in row-major matrix, with m[row][col], e.g.:
* [ a11 a12 a13 ] float m[3][3] = { { a11, a12, a13 },
@@ -71,16 +70,11 @@ float cms_matrix[3][3] = { {1.660497, -0.124547, -0.018154},
};
// Common constants for SMPTE ST.2084 (PQ)
static const float PQ_M1 = 2610./4096 * 1./4,
PQ_M2 = 2523./4096 * 128,
PQ_C1 = 3424./4096,
PQ_C2 = 2413./4096 * 32,
PQ_C3 = 2392./4096 * 32;
static const float PQ_M1 = 2610. / 4096 * 1. / 4, PQ_M2 = 2523. / 4096 * 128, PQ_C1 = 3424. / 4096, PQ_C2 =
2413. / 4096 * 32, PQ_C3 = 2392. / 4096 * 32;
// Common constants for ARIB STD-B67 (HLG)
static const float HLG_A = 0.17883277,
HLG_B = 0.28466892,
HLG_C = 0.55991073;
static const float HLG_A = 0.17883277, HLG_B = 0.28466892, HLG_C = 0.55991073;
struct gl_vao_entry
{
@@ -124,48 +118,55 @@ static const struct gl_vao_entry vertex_vao[] = {
char sh[SHADER_LENGTH];
char shv[SHADER_LENGTH];
GL_init() {
sh[0] = 0;
GL_init()
{
sh[0] = 0;
}
GLV_init() {
shv[0] = 0;
GLV_init()
{
shv[0] = 0;
}
pl_shader_append(const char *fmt, ...) {
char temp[1000];
va_list ap;
pl_shader_append(const char *fmt, ...)
{
char temp[1000];
va_list ap;
va_start(ap, fmt);
vsprintf(temp,fmt,ap);
va_end(ap);
if (strlen(sh) + strlen(temp) > SHADER_LENGTH)
Fatal(_("Shaderlenght fault\n"));
strcat(sh,temp);
vsprintf(temp, fmt, ap);
va_end(ap);
if (strlen(sh) + strlen(temp) > SHADER_LENGTH)
Fatal(_("Shaderlenght fault\n"));
strcat(sh, temp);
}
pl_shader_append_v(const char *fmt, ...) {
char temp[1000];
va_list ap;
pl_shader_append_v(const char *fmt, ...)
{
char temp[1000];
va_list ap;
va_start(ap, fmt);
vsprintf(temp,fmt,ap);
va_end(ap);
if (strlen(shv) + strlen(temp) > SHADER_LENGTH)
Fatal(_("Shaderlenght fault\n"));
strcat(shv,temp);
vsprintf(temp, fmt, ap);
va_end(ap);
if (strlen(shv) + strlen(temp) > SHADER_LENGTH)
Fatal(_("Shaderlenght fault\n"));
strcat(shv, temp);
}
static void compile_attach_shader(GLuint program, GLenum type, const char *source)
{
GLuint shader;
GLint status=1234, log_length;
GLint status = 1234, log_length;
char log[4000];
GLsizei len;
shader = glCreateShader(type);
glShaderSource(shader, 1, (const GLchar **)&source, NULL); // &buffer, NULL);
glShaderSource(shader, 1, (const GLchar **)&source, NULL); // &buffer, NULL);
glCompileShader(shader);
status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
@@ -198,42 +199,42 @@ static GLuint sc_generate_osd(GLuint gl_prog)
Debug(3, "vor create osd\n");
gl_prog = glCreateProgram();
GL_init();
GLSL("%s\n",gl_version);
GLSL("in vec2 vertex_position;\n");
GLSL("in vec2 vertex_texcoord0;\n");
GLSL("out vec2 texcoord0;\n");
GLSL("void main() {\n");
GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
GLSL("texcoord0 = vertex_texcoord0;\n");
GLSL("}\n");
GL_init();
GLSL("%s\n", gl_version);
GLSL("in vec2 vertex_position;\n");
GLSL("in vec2 vertex_texcoord0;\n");
GLSL("out vec2 texcoord0;\n");
GLSL("void main() {\n");
GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
GLSL("texcoord0 = vertex_texcoord0;\n");
GLSL("}\n");
Debug(3, "vor compile vertex osd\n");
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh); // vertex_osd);
GL_init();
GLSL("%s\n",gl_version);
GLSL("#define texture1D texture\n");
GLSL("precision mediump float; \n");
GLSL("layout(location = 0) out vec4 out_color;\n");
GLSL("in vec2 texcoord0;\n");
GLSL("uniform sampler2D texture0;\n");
GLSL("void main() {\n");
GLSL("vec4 color; \n");
GLSL("color = vec4(texture(texture0, texcoord0));\n");
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh); // vertex_osd);
GL_init();
GLSL("%s\n", gl_version);
GLSL("#define texture1D texture\n");
GLSL("precision mediump float; \n");
GLSL("layout(location = 0) out vec4 out_color;\n");
GLSL("in vec2 texcoord0;\n");
GLSL("uniform sampler2D texture0;\n");
GLSL("void main() {\n");
GLSL("vec4 color; \n");
GLSL("color = vec4(texture(texture0, texcoord0));\n");
#ifdef GAMMA
GLSL("// delinearize gamma \n");
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // delinearize gamma
GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
GLSL("// delinearize gamma \n");
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // delinearize gamma
GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
#endif
GLSL("out_color = color;\n");
GLSL("}\n");
GLSL("out_color = color;\n");
GLSL("}\n");
Debug(3, "vor compile fragment osd \n");
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh); //fragment_osd);
glBindAttribLocation(gl_prog, 0, "vertex_position");
glBindAttribLocation(gl_prog, 1, "vertex_texcoord0");
link_shader(gl_prog);
return gl_prog;
}
@@ -245,34 +246,33 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
GLint cmsLoc;
float *m, *c, *cms;
char *frag;
GL_init();
GLSL("%s\n",gl_version);
GLSL("in vec2 vertex_position; \n");
GLSL("in vec2 vertex_texcoord0; \n");
GLSL("out vec2 texcoord0; \n");
GLSL("in vec2 vertex_texcoord1; \n");
GLSL("out vec2 texcoord1; \n");
if (Planes == 3) {
GLSL("in vec2 vertex_texcoord2; \n");
GLSL("out vec2 texcoord2; \n");
}
GLSL("void main() { \n");
GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
GLSL("texcoord0 = vertex_texcoord0; \n");
GLSL("texcoord1 = vertex_texcoord1; \n");
if (Planes == 3) {
GLSL("texcoord2 = vertex_texcoord1; \n"); // texcoord1 ist hier richtig
}
GLSL("} \n");
GL_init();
GLSL("%s\n", gl_version);
GLSL("in vec2 vertex_position; \n");
GLSL("in vec2 vertex_texcoord0; \n");
GLSL("out vec2 texcoord0; \n");
GLSL("in vec2 vertex_texcoord1; \n");
GLSL("out vec2 texcoord1; \n");
if (Planes == 3) {
GLSL("in vec2 vertex_texcoord2; \n");
GLSL("out vec2 texcoord2; \n");
}
GLSL("void main() { \n");
GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
GLSL("texcoord0 = vertex_texcoord0; \n");
GLSL("texcoord1 = vertex_texcoord1; \n");
if (Planes == 3) {
GLSL("texcoord2 = vertex_texcoord1; \n"); // texcoord1 ist hier richtig
}
GLSL("} \n");
Debug(3, "vor create\n");
gl_prog = glCreateProgram();
Debug(3, "vor compile vertex\n");
// printf("%s",sh);
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh );
// printf("%s",sh);
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh);
switch (colorspace) {
case AVCOL_SPC_RGB:
m = &yuv_bt601.m[0][0];
@@ -297,86 +297,85 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
Debug(3, "default BT709 Colorspace used %d\n", colorspace);
break;
}
GL_init();
GLSL("%s\n",gl_version);
GLSL("precision mediump float; \n");
GLSL("layout(location = 0) out vec4 out_color;\n");
GLSL("in vec2 texcoord0; \n");
GLSL("in vec2 texcoord1; \n");
if (Planes == 3)
GLSL("in vec2 texcoord2; \n");
GLSL("uniform mat3 colormatrix; \n");
GLSL("uniform vec3 colormatrix_c; \n");
if (colorspace == AVCOL_SPC_BT2020_NCL)
GLSL("uniform mat3 cms_matrix;\n");
GLSL("uniform sampler2D texture0; \n");
GLSL("uniform sampler2D texture1; \n");
if (Planes == 3)
GLSL("uniform sampler2D texture2; \n");
GLSL("void main() { \n");
GLSL("vec4 color; \n");
if (colorspace == AVCOL_SPC_BT2020_NCL) {
GLSL("color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r; \n");
if (Planes == 3) {
GLSL("color.g = 1.003906 * vec4(texture(texture1, texcoord1)).r; \n");
GLSL("color.b = 1.003906 * vec4(texture(texture2, texcoord2)).r; \n");
} else {
GLSL("color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n");
}
GLSL("// color conversion\n");
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
GLSL("color.a = 1.0; \n");
GLSL("// pl_shader_linearize \n");
GL_init();
GLSL("%s\n", gl_version);
GLSL("precision mediump float; \n");
GLSL("layout(location = 0) out vec4 out_color;\n");
GLSL("in vec2 texcoord0; \n");
GLSL("in vec2 texcoord1; \n");
if (Planes == 3)
GLSL("in vec2 texcoord2; \n");
GLSL("uniform mat3 colormatrix; \n");
GLSL("uniform vec3 colormatrix_c; \n");
if (colorspace == AVCOL_SPC_BT2020_NCL)
GLSL("uniform mat3 cms_matrix;\n");
GLSL("uniform sampler2D texture0; \n");
GLSL("uniform sampler2D texture1; \n");
if (Planes == 3)
GLSL("uniform sampler2D texture2; \n");
GLSL("void main() { \n");
GLSL("vec4 color; \n");
if (colorspace == AVCOL_SPC_BT2020_NCL) {
GLSL("color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r; \n");
if (Planes == 3) {
GLSL("color.g = 1.003906 * vec4(texture(texture1, texcoord1)).r; \n");
GLSL("color.b = 1.003906 * vec4(texture(texture2, texcoord2)).r; \n");
} else {
GLSL("color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n");
}
GLSL("// color conversion\n");
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
GLSL("color.a = 1.0; \n");
GLSL("// pl_shader_linearize \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
// GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
// GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - vec3(%f)) * vec3(1.0/%f)) + vec3(%f),bvec3(lessThan(vec3(0.5), color.rgb)));\n",HLG_C, HLG_A, HLG_B);
GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - vec3(0.55991073)) * vec3(1.0/0.17883277)) + vec3(0.28466892), bvec3(lessThan(vec3(0.5), color.rgb)));\n");
GLSL("// color mapping \n");
GLSL("color.rgb = cms_matrix * color.rgb; \n");
#ifndef GAMMA
GLSL("// pl_shader_delinearize \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
// GLSL("color.rgb = pow(color.rgb, vec3(1.0/2.4)); \n");
GLSL("color.rgb = mix(vec3(0.5) * sqrt(color.rgb), vec3(0.17883277) * log(color.rgb - vec3(0.28466892)) + vec3(0.55991073), bvec3(lessThan(vec3(1.0), color.rgb))); \n");
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
// GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
// GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - vec3(%f)) * vec3(1.0/%f)) + vec3(%f),bvec3(lessThan(vec3(0.5), color.rgb)));\n",HLG_C, HLG_A, HLG_B);
GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - vec3(0.55991073)) * vec3(1.0/0.17883277)) + vec3(0.28466892), bvec3(lessThan(vec3(0.5), color.rgb)));\n");
GLSL("// color mapping \n");
GLSL("color.rgb = cms_matrix * color.rgb; \n");
#ifndef GAMMA
GLSL("// pl_shader_delinearize \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
// GLSL("color.rgb = pow(color.rgb, vec3(1.0/2.4)); \n");
GLSL("color.rgb = mix(vec3(0.5) * sqrt(color.rgb), vec3(0.17883277) * log(color.rgb - vec3(0.28466892)) + vec3(0.55991073), bvec3(lessThan(vec3(1.0), color.rgb))); \n");
#endif
GLSL("out_color = color; \n");
GLSL("} \n");
}
else {
GLSL("out_color = color; \n");
GLSL("} \n");
} else {
GLSL("color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r; \n");
if (Planes == 3) {
GLSL("color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;\n");
GLSL("color.b = 1.000000 * vec4(texture(texture2, texcoord2)).r;\n");
} else {
GLSL("color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg; \n");
}
GLSL("// color conversion \n");
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
GLSL("color.a = 1.0; \n");
GLSL("color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r; \n");
if (Planes == 3) {
GLSL("color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;\n");
GLSL("color.b = 1.000000 * vec4(texture(texture2, texcoord2)).r;\n");
} else {
GLSL("color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg; \n");
}
GLSL("// color conversion \n");
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
GLSL("color.a = 1.0; \n");
GLSL("// linearize gamma \n");
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // linearize gamma
GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
#ifndef GAMMA
GLSL("// delinearize gamma to sRGB \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
GLSL("color.rgb = mix(color.rgb * vec3(12.92), vec3(1.055) * pow(color.rgb, vec3(1.0/2.4)) - vec3(0.055), bvec3(lessThanEqual(vec3(0.0031308), color.rgb))); \n");
GLSL("// linearize gamma \n");
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // linearize gamma
GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
#ifndef GAMMA
GLSL("// delinearize gamma to sRGB \n");
GLSL("color.rgb = max(color.rgb, 0.0); \n");
GLSL("color.rgb = mix(color.rgb * vec3(12.92), vec3(1.055) * pow(color.rgb, vec3(1.0/2.4)) - vec3(0.055), bvec3(lessThanEqual(vec3(0.0031308), color.rgb))); \n");
#endif
GLSL("// color mapping \n");
GLSL("out_color = color; \n");
GLSL("} \n");
}
GLSL("// color mapping \n");
GLSL("out_color = color; \n");
GLSL("} \n");
}
//printf(">%s<",sh);
Debug(3, "vor compile fragment\n");
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh);
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh);
glBindAttribLocation(gl_prog, 0, "vertex_position");
for (n = 0; n < 6; n++) {