Vaapi changed to egl

This commit is contained in:
jojo61
2019-10-04 10:37:57 +02:00
parent cdac2bcc3d
commit 4d2735a971
7 changed files with 1895 additions and 1504 deletions

196
shaders.h
View File

@@ -1,54 +1,54 @@
// shader
#ifdef CUVID
char vertex_osd[] = {"\
#version 330\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
}\n"};
char fragment_osd[] = {"\
#version 330\n\
#define texture1D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
uniform sampler2D texture0;\n\
void main() {\n\
vec4 color; \n\
color = vec4(texture(texture0, texcoord0));\n\
out_color = color;\n\
}\n"};
char vertex[] = {"\
#version 330\n\
#version 310 es\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
in vec2 vertex_texcoord1;\n\
out vec2 texcoord1;\n\
in vec2 vertex_texcoord2;\n\
out vec2 texcoord2;\n\
in vec2 vertex_texcoord3;\n\
out vec2 texcoord3;\n\
in vec2 vertex_texcoord4;\n\
out vec2 texcoord4;\n\
in vec2 vertex_texcoord5;\n\
out vec2 texcoord5;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
texcoord1 = vertex_texcoord1;\n\
texcoord2 = vertex_texcoord2;\n\
texcoord3 = vertex_texcoord3;\n\
texcoord4 = vertex_texcoord4;\n\
texcoord5 = vertex_texcoord5;\n\
}\n"};
char fragment[] = {"\
#version 330\n\
#version 310 es\n\
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
in vec2 texcoord2;\n\
in vec2 texcoord3;\n\
in vec2 texcoord4;\n\
in vec2 texcoord5;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform sampler2D texture0;\n\
//uniform vec2 texture_size0;\n\
//uniform mat2 texture_rot0;\n\
//uniform vec2 pixel_size0;\n\
uniform sampler2D texture1;\n\
//uniform vec2 texture_size1;\n\
//uniform mat2 texture_rot1;\n\
//uniform vec2 pixel_size1;\n\
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
void main() {\n\
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
@@ -61,27 +61,18 @@ out_color = color;\n\
}\n"};
char fragment_bt2100[] = {"\
#version 330\n\
#version 310 es\n \
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
in vec2 texcoord2;\n\
in vec2 texcoord3;\n\
in vec2 texcoord4;\n\
in vec2 texcoord5;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform mat3 cms_matrix;\n\
uniform sampler2D texture0;\n\
//uniform vec2 texture_size0;\n\
//uniform mat2 texture_rot0;\n\
//uniform vec2 pixel_size0;\n\
uniform sampler2D texture1;\n\
//uniform vec2 texture_size1;\n\
//uniform mat2 texture_rot1;\n\
//uniform vec2 pixel_size1;\n\
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
void main() {\n\
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
@@ -99,6 +90,98 @@ color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
out_color = color;\n\
}\n"};
#else
char vertex_osd[] = {"\
\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
}\n"};
char fragment_osd[] = {"\
\n\
#define texture1D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
uniform sampler2D texture0;\n\
void main() {\n\
vec4 color; \n\
color = vec4(texture(texture0, texcoord0));\n\
out_color = color;\n\
}\n"};
char vertex[] = {"\
\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
in vec2 vertex_texcoord1;\n\
out vec2 texcoord1;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
texcoord1 = vertex_texcoord1;\n\
}\n"};
char fragment[] = {"\
\n\
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform sampler2D texture0;\n\
uniform sampler2D texture1;\n\
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
void main() {\n\
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;\n\
// color conversion\n\
color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
color.a = 1.0;\n\
// color mapping\n\
out_color = color;\n\
}\n"};
char fragment_bt2100[] = {"\
\n \
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform mat3 cms_matrix;\n\
uniform sampler2D texture0;\n\
uniform sampler2D texture1;\n\
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
void main() {\n\
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r;\n\
color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n\
// color conversion\n\
color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
color.a = 1.0;\n\
// color mapping\n\
color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
color.rgb = pow(color.rgb, vec3(2.4));\n\
color.rgb = cms_matrix * color.rgb;\n\
color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
out_color = color;\n\
}\n"};
#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 },
@@ -113,12 +196,12 @@ out_color = color;\n\
* The matrix might also be used for other conversions and colorspaces.
*/
struct mp_cmat {
float m[3][3]; // colormatrix
float c[3]; //colormatrix_c
GLfloat m[3][3]; // colormatrix
GLfloat c[3]; //colormatrix_c
};
struct mp_mat {
float m[3][3];
GLfloat m[3][3];
};
// YUV input limited range (16-235 for luma, 16-240 for chroma)
@@ -185,10 +268,6 @@ static const struct gl_vao_entry vertex_vao[] = {
{"position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
{"texcoord0", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[0])},
{"texcoord1", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[1])},
{"texcoord2", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[2])},
{"texcoord3", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[3])},
{"texcoord4", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[4])},
{"texcoord5", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[5])},
{0}
};
@@ -198,7 +277,8 @@ static void compile_attach_shader(GLuint program,
{
GLuint shader;
GLint status, log_length;
char log[4000];
GLsizei len;
shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
@@ -206,9 +286,10 @@ static void compile_attach_shader(GLuint program,
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
log_length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
Debug(3,"compile Status %d loglen %d\n",status,log_length);
glGetShaderInfoLog(shader,4000,&len,log);
GlxCheck();
Debug(3,"compile Status %d loglen %d >%s<\n",status,log_length,log);
GlxCheck();
glAttachShader(program, shader);
glDeleteShader(shader);
}
@@ -223,10 +304,24 @@ static void link_shader(GLuint program)
log_length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
Debug(3,"Link Status %d loglen %d\n",status,log_length);
}
static GLuint sc_generate_osd(GLuint gl_prog) {
Debug(3,"vor create osd\n");
gl_prog = glCreateProgram();
Debug(3,"vor compile vertex osd\n");
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex_osd);
Debug(3,"vor compile fragment osd \n");
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, fragment_osd);
glBindAttribLocation(gl_prog,0,"vertex_position");
glBindAttribLocation(gl_prog,1,"vertex_texcoord0");
link_shader(gl_prog);
return gl_prog;
}
static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace) {
char vname[80];
@@ -284,7 +379,8 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace) {
if (gl_colormatrix != -1)
glProgramUniformMatrix3fv(gl_prog,gl_colormatrix,1,0,m);
GlxCheck();
//glProgramUniform3fv(gl_prog,gl_colormatrix,3,&yuv_bt709.m[0][0]);
Debug(3,"nach set colormatrix\n");
gl_colormatrix_c = glGetUniformLocation(gl_prog,"colormatrix_c");
Debug(3,"get uniform colormatrix_c %d %f\n",gl_colormatrix_c,*c);
if (gl_colormatrix_c != -1)