mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-14 21:17:54 +00:00
[client] egl: moved desktop rendering into seperate unit
This commit is contained in:
parent
b9f8f1a0ad
commit
abfe3a9b4d
5 changed files with 334 additions and 234 deletions
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@ -63,6 +63,7 @@ set(SOURCES
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renderers/egl/shader.c
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renderers/egl/texture.c
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renderers/egl/model.c
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renderers/egl/desktop.c
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renderers/egl/cursor.c
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renderers/egl/fps.c
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fonts/sdl.c
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@ -28,7 +28,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "egl/model.h"
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#include "egl/shader.h"
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#include "egl/progs.h"
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#include "egl/desktop.h"
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#include "egl/cursor.h"
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#include "egl/fps.h"
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@ -42,23 +42,6 @@ static struct Options defaultOptions =
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.vsync = false
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};
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struct Models
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{
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struct EGL_Model * desktop;
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};
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struct Shaders
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{
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struct EGL_Shader * rgba;
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struct EGL_Shader * bgra;
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struct EGL_Shader * yuv;
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};
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struct Textures
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{
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struct EGL_Texture * desktop;
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};
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struct Inst
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{
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LG_RendererParams params;
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@ -71,27 +54,18 @@ struct Inst
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EGLSurface surface;
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EGLContext context;
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EGL_Cursor * cursor; // the mouse cursor
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EGL_FPS * fps; // the fps display
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struct Models models;
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struct Shaders shaders;
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struct Textures textures;
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EGL_Desktop * desktop; // the desktop
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EGL_Cursor * cursor; // the mouse cursor
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EGL_FPS * fps; // the fps display
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LG_RendererFormat format;
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enum EGL_PixelFormat pixFmt;
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EGL_Shader * shader;
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bool sourceChanged;
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size_t frameSize;
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const uint8_t * data;
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bool update;
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int width, height;
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LG_RendererRect destRect;
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float translateX, translateY;
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float scaleX , scaleY;
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GLint uDesktopPos;
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float mouseWidth , mouseHeight;
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float mouseScaleX, mouseScaleY;
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@ -157,14 +131,9 @@ void egl_deinitialize(void * opaque)
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if (this->font && this->fontObj)
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this->font->destroy(this->fontObj);
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egl_cursor_free(&this->cursor);
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egl_fps_free (&this->fps );
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egl_model_free (&this->models .desktop );
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egl_shader_free (&this->shaders .rgba );
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egl_shader_free (&this->shaders .bgra );
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egl_shader_free (&this->shaders .yuv );
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egl_texture_free(&this->textures.desktop );
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egl_desktop_free(&this->desktop);
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egl_cursor_free (&this->cursor);
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egl_fps_free (&this->fps );
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free(this);
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}
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@ -231,7 +200,6 @@ bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const i
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bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uint8_t * data)
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{
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struct Inst * this = (struct Inst *)opaque;
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this->sourceChanged = (
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this->sourceChanged ||
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this->format.type != format.type ||
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@ -241,46 +209,14 @@ bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uin
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);
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if (this->sourceChanged)
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{
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memcpy(&this->format, &format, sizeof(LG_RendererFormat));
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switch(format.type)
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{
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case FRAME_TYPE_BGRA:
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this->pixFmt = EGL_PF_BGRA;
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this->shader = this->shaders.bgra;
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this->frameSize = format.height * format.pitch;
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break;
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case FRAME_TYPE_RGBA:
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this->pixFmt = EGL_PF_RGBA;
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this->shader = this->shaders.rgba;
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this->frameSize = format.height * format.pitch;
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break;
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case FRAME_TYPE_RGBA10:
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this->pixFmt = EGL_PF_RGBA10;
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this->shader = this->shaders.rgba;
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this->frameSize = format.height * format.pitch;
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break;
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case FRAME_TYPE_YUV420:
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this->pixFmt = EGL_PF_YUV420;
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this->shader = this->shaders.yuv;
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this->frameSize = format.width * format.height * 3 / 2;
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break;
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default:
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DEBUG_ERROR("Unsupported frame format");
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return false;
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}
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this->uDesktopPos = egl_shader_get_uniform_location(this->shader, "position");
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if (!egl_desktop_prepare_update(this->desktop, this->sourceChanged, format, data))
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{
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DEBUG_INFO("Failed to prepare to update the desktop");
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return false;
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}
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this->data = data;
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this->update = true;
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return true;
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}
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@ -356,35 +292,14 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
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DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
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if (!egl_shader_init(&this->shaders.rgba))
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return false;
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if (!egl_shader_init(&this->shaders.bgra))
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return false;
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if (!egl_shader_init(&this->shaders.yuv))
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return false;
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if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
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return false;
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if (!egl_shader_compile(this->shaders.bgra, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra)))
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return false;
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if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_yuv, sizeof(egl_fragment_shader_yuv)))
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return false;
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if (!egl_texture_init(&this->textures.desktop))
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return false;
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if (!egl_model_init(&this->models.desktop))
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return false;
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egl_model_set_default(this->models.desktop);
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egl_model_set_texture(this->models.desktop, this->textures.desktop);
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eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
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if (!egl_desktop_init(&this->desktop))
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{
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DEBUG_ERROR("Failed to initialize the desktop");
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return false;
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}
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if (!egl_cursor_init(&this->cursor))
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{
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DEBUG_ERROR("Failed to initialize the cursor");
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@ -407,42 +322,19 @@ bool egl_render(void * opaque, SDL_Window * window)
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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if (this->shader)
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{
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egl_shader_use(this->shader);
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glUniform4f(this->uDesktopPos, this->translateX, this->translateY, this->scaleX, this->scaleY);
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egl_model_render(this->models.desktop);
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}
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egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY);
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egl_cursor_render(this->cursor);
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egl_fps_render(this->fps, this->width, this->height);
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eglSwapBuffers(this->display, this->surface);
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// defer texture uploads until after the flip to avoid stalling
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if (this->update)
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if (!egl_desktop_perform_update(this->desktop, this->sourceChanged))
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{
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if (this->sourceChanged)
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{
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this->sourceChanged = false;
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if (!egl_texture_setup(
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this->textures.desktop,
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this->pixFmt,
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this->format.width,
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this->format.height,
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this->frameSize,
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true
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))
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return false;
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egl_model_set_shader(this->models.desktop, this->shader);
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}
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if (!egl_texture_update(this->textures.desktop, this->data))
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return false;
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this->update = false;
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DEBUG_ERROR("Failed to perform the desktop update");
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return false;
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}
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this->sourceChanged = false;
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return true;
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}
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278
client/renderers/egl/desktop.c
Normal file
278
client/renderers/egl/desktop.c
Normal file
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@ -0,0 +1,278 @@
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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cahe terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "desktop.h"
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#include "debug.h"
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#include "utils.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <stdlib.h>
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#include <string.h>
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struct EGL_Desktop
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{
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EGL_Texture * texture;
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EGL_Shader * shader; // the active shader
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EGL_Model * model;
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// shader instances
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EGL_Shader * shader_generic;
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EGL_Shader * shader_yuv;
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// uniforms
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GLint uDesktopPos;
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// internals
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enum EGL_PixelFormat pixFmt;
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unsigned int width, height;
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size_t frameSize;
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const uint8_t * data;
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bool update;
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};
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static const char vertex_shader[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec4 position;\
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\
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out highp vec2 uv;\
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\
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void main()\
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{\
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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gl_Position.x -= position.x; \
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gl_Position.y -= position.y; \
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gl_Position.x *= position.z; \
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gl_Position.y *= position.w; \
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\
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uv = vertexUV;\
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}\
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";
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static const char frag_generic[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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color = texture(sampler1, uv);\
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}\
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";
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static const char frag_yuv[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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uniform sampler2D sampler2;\
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uniform sampler2D sampler3;\
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\
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void main()\
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{\
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highp vec4 yuv = vec4(\
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texture(sampler1, uv).r,\
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texture(sampler2, uv).r,\
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texture(sampler3, uv).r,\
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1.0\
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);\
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\
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highp mat4 yuv_to_rgb = mat4(\
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1.0, 0.0 , 1.402, -0.701,\
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1.0, -0.344, -0.714, 0.529,\
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1.0, 1.772, 0.0 , -0.886,\
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1.0, 1.0 , 1.0 , 1.0\
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);\
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\
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color = yuv * yuv_to_rgb;\
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}\
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";
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bool egl_desktop_init(EGL_Desktop ** desktop)
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{
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*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
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if (!*desktop)
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{
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DEBUG_ERROR("Failed to malloc EGL_Desktop");
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return false;
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}
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memset(*desktop, 0, sizeof(EGL_Desktop));
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if (!egl_texture_init(&(*desktop)->texture))
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{
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DEBUG_ERROR("Failed to initialize the desktop texture");
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return false;
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}
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if (!egl_shader_init(&(*desktop)->shader_generic))
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{
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DEBUG_ERROR("Failed to initialize the generic desktop shader");
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return false;
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}
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if (!egl_shader_init(&(*desktop)->shader_yuv))
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{
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DEBUG_ERROR("Failed to initialize the yuv desktop shader");
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return false;
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}
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if (!egl_shader_compile((*desktop)->shader_generic,
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vertex_shader, sizeof(vertex_shader),
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frag_generic , sizeof(frag_generic)))
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{
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DEBUG_ERROR("Failed to compile the generic desktop shader");
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return false;
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}
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if (!egl_shader_compile((*desktop)->shader_yuv,
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vertex_shader, sizeof(vertex_shader),
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frag_yuv , sizeof(frag_yuv )))
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{
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DEBUG_ERROR("Failed to compile the yuv desktop shader");
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return false;
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}
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if (!egl_model_init(&(*desktop)->model))
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{
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DEBUG_ERROR("Failed to initialize the desktop model");
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return false;
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}
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egl_model_set_default((*desktop)->model);
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egl_model_set_texture((*desktop)->model, (*desktop)->texture);
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return true;
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}
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void egl_desktop_free(EGL_Desktop ** desktop)
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{
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if (!*desktop)
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return;
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egl_texture_free(&(*desktop)->texture );
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egl_shader_free (&(*desktop)->shader_generic);
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egl_shader_free (&(*desktop)->shader_yuv );
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egl_model_free (&(*desktop)->model );
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free(*desktop);
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*desktop = NULL;
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}
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bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data)
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{
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if (sourceChanged)
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{
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switch(format.type)
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{
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case FRAME_TYPE_BGRA:
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desktop->pixFmt = EGL_PF_BGRA;
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desktop->shader = desktop->shader_generic;
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desktop->frameSize = format.height * format.pitch;
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break;
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case FRAME_TYPE_RGBA:
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desktop->pixFmt = EGL_PF_RGBA;
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desktop->shader = desktop->shader_generic;
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desktop->frameSize = format.height * format.pitch;
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break;
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case FRAME_TYPE_RGBA10:
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desktop->pixFmt = EGL_PF_RGBA10;
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desktop->shader = desktop->shader_generic;
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desktop->frameSize = format.height * format.pitch;
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break;
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case FRAME_TYPE_YUV420:
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desktop->pixFmt = EGL_PF_YUV420;
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desktop->shader = desktop->shader_yuv;
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desktop->frameSize = format.width * format.height * 3 / 2;
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break;
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default:
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DEBUG_ERROR("Unsupported frame format");
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return false;
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}
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desktop->width = format.width;
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desktop->height = format.height;
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}
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desktop->data = data;
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desktop->update = true;
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return true;
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}
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bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
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{
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if (sourceChanged)
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{
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if (desktop->shader)
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desktop->uDesktopPos = egl_shader_get_uniform_location(desktop->shader, "position");
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if (!egl_texture_setup(
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desktop->texture,
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desktop->pixFmt,
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desktop->width,
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desktop->height,
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desktop->frameSize,
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true // streaming texture
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))
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{
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DEBUG_ERROR("Failed to setup the desktop texture");
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return false;
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}
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}
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if (!desktop->update)
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return true;
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if (!egl_texture_update(desktop->texture, desktop->data))
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{
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DEBUG_ERROR("Failed to update the desktop texture");
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return false;
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}
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|
||||
desktop->update = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY)
|
||||
{
|
||||
if (!desktop->shader)
|
||||
return;
|
||||
|
||||
egl_shader_use(desktop->shader);
|
||||
glUniform4f(desktop->uDesktopPos, x, y, scaleX, scaleY);
|
||||
egl_model_render(desktop->model);
|
||||
}
|
33
client/renderers/egl/desktop.h
Normal file
33
client/renderers/egl/desktop.h
Normal file
|
@ -0,0 +1,33 @@
|
|||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
|
||||
https://looking-glass.hostfission.com
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it under
|
||||
the terms of the GNU General Public License as published by the Free Software
|
||||
Foundation; either version 2 of the License, or (at your option) any later
|
||||
version.
|
||||
|
||||
This program is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along with
|
||||
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
#include "lg-renderer.h"
|
||||
|
||||
typedef struct EGL_Desktop EGL_Desktop;
|
||||
|
||||
bool egl_desktop_init(EGL_Desktop ** desktop);
|
||||
void egl_desktop_free(EGL_Desktop ** desktop);
|
||||
|
||||
bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data);
|
||||
bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged);
|
||||
void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY);
|
|
@ -1,104 +0,0 @@
|
|||
/*
|
||||
Looking Glass - KVM FrameRelay (KVMFR) Client
|
||||
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
|
||||
https://looking-glass.hostfission.com
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it under
|
||||
the terms of the GNU General Public License as published by the Free Software
|
||||
Foundation; either version 2 of the License, or (at your option) any later
|
||||
version.
|
||||
|
||||
This program is distributed in the hope that it will be useful, but WITHOUT ANY
|
||||
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along with
|
||||
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#ifndef _EGL_PROGS_H
|
||||
#define _EGL_PROGS_H
|
||||
|
||||
static const char egl_vertex_shader_desktop[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;\
|
||||
layout(location = 1) in vec2 vertexUV;\
|
||||
\
|
||||
uniform vec4 position;\
|
||||
\
|
||||
out highp vec2 uv;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
gl_Position.xyz = vertexPosition_modelspace; \
|
||||
gl_Position.w = 1.0; \
|
||||
gl_Position.x -= position.x; \
|
||||
gl_Position.y -= position.y; \
|
||||
gl_Position.x *= position.z; \
|
||||
gl_Position.y *= position.w; \
|
||||
\
|
||||
uv = vertexUV;\
|
||||
}\
|
||||
";
|
||||
|
||||
static const char egl_fragment_shader_rgba[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
in highp vec2 uv;\
|
||||
out highp vec4 color;\
|
||||
\
|
||||
uniform sampler2D sampler1;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
color = texture(sampler1, uv);\
|
||||
}\
|
||||
";
|
||||
|
||||
static const char egl_fragment_shader_bgra[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
in highp vec2 uv;\
|
||||
out highp vec4 color;\
|
||||
\
|
||||
uniform sampler2D sampler1;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
color = texture(sampler1, uv);\
|
||||
}\
|
||||
";
|
||||
|
||||
static const char egl_fragment_shader_yuv[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
in highp vec2 uv;\
|
||||
out highp vec4 color;\
|
||||
\
|
||||
uniform sampler2D sampler1;\
|
||||
uniform sampler2D sampler2;\
|
||||
uniform sampler2D sampler3;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
highp vec4 yuv = vec4(\
|
||||
texture(sampler1, uv).r,\
|
||||
texture(sampler2, uv).r,\
|
||||
texture(sampler3, uv).r,\
|
||||
1.0\
|
||||
);\
|
||||
\
|
||||
highp mat4 yuv_to_rgb = mat4(\
|
||||
1.0, 0.0 , 1.402, -0.701,\
|
||||
1.0, -0.344, -0.714, 0.529,\
|
||||
1.0, 1.772, 0.0 , -0.886,\
|
||||
1.0, 1.0 , 1.0 , 1.0\
|
||||
);\
|
||||
\
|
||||
color = yuv * yuv_to_rgb;\
|
||||
}\
|
||||
";
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue