jpeg pushed a commit to branch master. http://git.enlightenment.org/core/efl.git/commit/?id=21d08f86e6087f7e30ff2015c7551c06e359bba9
commit 21d08f86e6087f7e30ff2015c7551c06e359bba9 Author: Jean-Philippe Andre <jp.an...@samsung.com> Date: Fri Feb 6 12:21:25 2015 +0900 Evas GL: Add support for uniforms in the shaders This will simplify greatly the code for map masking. --- .../evas/engines/gl_common/evas_gl_common.h | 1 + .../evas/engines/gl_common/evas_gl_context.c | 155 +++++++++++++++------ .../engines/gl_common/shader/evas_gl_shaders.x | 30 ++-- .../gl_common/shader/map_mask_bgra_frag.shd | 4 +- .../gl_common/shader/map_mask_bgra_vert.shd | 12 +- .../engines/gl_common/shader/map_mask_frag.shd | 4 +- .../engines/gl_common/shader/map_mask_vert.shd | 12 +- 7 files changed, 134 insertions(+), 84 deletions(-) diff --git a/src/modules/evas/engines/gl_common/evas_gl_common.h b/src/modules/evas/engines/gl_common/evas_gl_common.h index 382c3bc..4f2a552 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_common.h +++ b/src/modules/evas/engines/gl_common/evas_gl_common.h @@ -468,6 +468,7 @@ struct _Evas_Engine_GL_Context GLfloat *texa; GLfloat *texsam; GLfloat *texm; + Eina_List *uniforms; /* Evas_GL_Uniform */ Eina_Bool line: 1; Eina_Bool use_vertex : 1; Eina_Bool use_color : 1; diff --git a/src/modules/evas/engines/gl_common/evas_gl_context.c b/src/modules/evas/engines/gl_common/evas_gl_context.c index 4a06a56..bd683bd 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_context.c +++ b/src/modules/evas/engines/gl_common/evas_gl_context.c @@ -1318,6 +1318,100 @@ array_alloc(Evas_Engine_GL_Context *gc, int n) RALOC(texm, GLfloat, 2); } + +/* Very basic uniform upload support. + * TODO: Optimize out call to glGetUniformLocation(). */ + +typedef enum _Evas_GL_Uniform_Type Evas_GL_Uniform_Type; +typedef struct _Evas_GL_Uniform Evas_GL_Uniform; + +enum _Evas_GL_Uniform_Type { + EVAS_GL_UNIFORM_FLOAT, + EVAS_GL_UNIFORM_VEC2, + EVAS_GL_UNIFORM_VEC4, + // Add more types if needed. +}; + +struct _Evas_GL_Uniform { + Eina_Stringshare *name; + Evas_GL_Uniform_Type type; + union { + GLfloat f; + GLfloat vec2[2]; + GLfloat vec4[4]; + } value; +}; + +static inline void +push_uniform(Evas_Engine_GL_Context *gc, int n, Evas_GL_Uniform_Type type, const char *name, ...) +{ + Evas_GL_Uniform *u = calloc(1, sizeof(Evas_GL_Uniform)); + va_list args; + va_start(args, name); + + if (!gc || !u) return; + u->name = eina_stringshare_add(name); + u->type = type; + + switch (type) + { + case EVAS_GL_UNIFORM_FLOAT: + u->value.f = (GLfloat) va_arg(args, double); + break; + case EVAS_GL_UNIFORM_VEC2: + u->value.vec2[0] = (GLfloat) va_arg(args, double); + u->value.vec2[1] = (GLfloat) va_arg(args, double); + break; + case EVAS_GL_UNIFORM_VEC4: + u->value.vec4[0] = (GLfloat) va_arg(args, double); + u->value.vec4[1] = (GLfloat) va_arg(args, double); + u->value.vec4[2] = (GLfloat) va_arg(args, double); + u->value.vec4[3] = (GLfloat) va_arg(args, double); + break; + default: + free(u); + va_end(args); + return; + } + + va_end(args); + gc->pipe[n].array.uniforms = eina_list_append(gc->pipe[n].array.uniforms, u); +} + +static inline void +shader_array_uniforms_set(Evas_Engine_GL_Context *gc, int n) +{ + Evas_GL_Uniform *u; + + if (!gc || !gc->pipe[n].array.uniforms) return; + EINA_LIST_FREE(gc->pipe[n].array.uniforms, u) + { + GLint loc = glGetUniformLocation(gc->pipe[n].shader.cur_prog, u->name); + GLERR(__FUNCTION__, __FILE__, __LINE__, "glUniform"); + if (loc >= 0) + { + switch (u->type) + { + case EVAS_GL_UNIFORM_FLOAT: + glUniform1f(loc, u->value.f); + break; + case EVAS_GL_UNIFORM_VEC2: + glUniform2fv(loc, 1, u->value.vec2); + break; + case EVAS_GL_UNIFORM_VEC4: + glUniform4fv(loc, 1, u->value.vec4); + break; + default: ERR("Unhandled uniform type"); break; + } + GLERR(__FUNCTION__, __FILE__, __LINE__, "glUniform"); + } + eina_stringshare_del(u->name); + free(u); + } +} + +#define PUSH_UNIFORM(pn, type, name, ...) push_uniform(gc, pn, type, name, __VA_ARGS__) + #ifdef GLPIPES static int pipe_region_intersects(Evas_Engine_GL_Context *gc, int n, @@ -2706,8 +2800,8 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc, gc->pipe[pn].array.use_texuv2 = (utexture || uvtexture) ? 1 : 0; gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0; gc->pipe[pn].array.use_texm = !!mtex; - gc->pipe[pn].array.use_texa = !!mtex; - gc->pipe[pn].array.use_texsam = gc->pipe[pn].array.use_texm; + gc->pipe[pn].array.use_texa = 0; + gc->pipe[pn].array.use_texsam = 0; pipe_region_expand(gc, pn, x, y, w, h); PIPE_GROW(gc, pn, 6); @@ -2769,8 +2863,8 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc, if (mtex) { - GLfloat glmdx = 0.f, glmdy = 0.f, glmdw = 1.f, glmdh = 1.f, yinv = -1.f; - GLfloat gw = gc->w, gh = gc->h; + double glmdx = 0.f, glmdy = 0.f, glmdw = 1.f, glmdh = 1.f, yinv = -1.f; + double gw = gc->w, gh = gc->h; // Note: I couldn't write any test case where it was necessary // to know the mask position in its texture. Thus these unused vars. @@ -2784,36 +2878,13 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc, yinv = 1.f; } - if (gw) glmdx = (GLfloat) mdx / (GLfloat) gw; - if (gh) glmdy = (GLfloat) mdy / (GLfloat) gh; - if (mdw) glmdw = (GLfloat) gw / (GLfloat) mdw; - if (mdh) glmdh = (GLfloat) gh / (GLfloat) mdh; - - // FIXME!!! - // We seriously need uniforms here. Abusing tex_coordm for storage. - // Passing mask x,y (on canvas) to the fragment shader - PUSH_TEXM(pn, glmdx, glmdy); - PUSH_TEXM(pn, glmdx, glmdy); - PUSH_TEXM(pn, glmdx, glmdy); - PUSH_TEXM(pn, glmdx, glmdy); - PUSH_TEXM(pn, glmdx, glmdy); - PUSH_TEXM(pn, glmdx, glmdy); - - // Abusing tex_sample to pass mask 1/w, 1/h as well - PUSH_TEXSAM(pn, glmdw, glmdh); - PUSH_TEXSAM(pn, glmdw, glmdh); - PUSH_TEXSAM(pn, glmdw, glmdh); - PUSH_TEXSAM(pn, glmdw, glmdh); - PUSH_TEXSAM(pn, glmdw, glmdh); - PUSH_TEXSAM(pn, glmdw, glmdh); - - // Abusing tex_coorda to pass Y-invert flag - PUSH_TEXA(pn, 1.f, yinv); - PUSH_TEXA(pn, 1.f, yinv); - PUSH_TEXA(pn, 1.f, yinv); - PUSH_TEXA(pn, 1.f, yinv); - PUSH_TEXA(pn, 1.f, yinv); - PUSH_TEXA(pn, 1.f, yinv); + if (gw) glmdx = (double) mdx / (double) gw; + if (gh) glmdy = (double) mdy / (double) gh; + if (mdw) glmdw = (double) gw / (double) mdw; + if (mdh) glmdh = (double) gh / (double) mdh; + + PUSH_UNIFORM(pn, EVAS_GL_UNIFORM_VEC4, "mask_Absolute", glmdx, glmdy, glmdw, glmdh); + PUSH_UNIFORM(pn, EVAS_GL_UNIFORM_FLOAT, "yinvert", yinv); //DBG("Orig %d,%d - %dx%d --> %f,%f - %f x %f", mdx, mdy, mdw, mdh, // glmdx, glmdy, glmdw, glmdh); @@ -3347,18 +3418,6 @@ shader_array_flush(Evas_Engine_GL_Context *gc) MASK_TEXTURE += 1; } - else if (gc->pipe[i].array.use_texa && (gc->pipe[i].region.type == RTYPE_MAP)) - { - /* FIXME: - * This is a workaround as we hijack some tex ids - * (namely tex_coordm, tex_coorda and tex_sample) for map masking. - * These masking shaders should definitely use uniforms. - */ - glEnableVertexAttribArray(SHAD_TEXA); - GLERR(__FUNCTION__, __FILE__, __LINE__, ""); - glVertexAttribPointer(SHAD_TEXA, 2, GL_FLOAT, GL_FALSE, 0, (void *)texa_ptr); - GLERR(__FUNCTION__, __FILE__, __LINE__, ""); - } else { glDisableVertexAttribArray(SHAD_TEXA); @@ -3520,6 +3579,10 @@ shader_array_flush(Evas_Engine_GL_Context *gc) GLERR(__FUNCTION__, __FILE__, __LINE__, ""); } + // Push all uniforms + if (gc->pipe[i].array.uniforms) + shader_array_uniforms_set(gc, i); + if (dbgflushnum == 1) { const char *types[6] = diff --git a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x index 09ea407..1aa4b27 100644 --- a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x +++ b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x @@ -2711,13 +2711,13 @@ static const char const map_mask_frag_glsl[] = "#endif\n" "#endif\n" "uniform sampler2D tex, texm;\n" + "uniform vec4 mask_Absolute;\n" "varying vec2 tex_c;\n" - "varying vec4 mask_Position, col, mask_Absolute;\n" + "varying vec4 mask_Position, col;\n" "void main()\n" "{\n" " // FIXME: Use mask coordinates within its texture\n" " // FIXME: Fix Mach band effect using proper 4-point color interpolation\n" - " // FIXME: We're abusing varying where we should have uniforms\n" " vec2 mpos = vec2(mask_Position.xy - mask_Absolute.xy) * mask_Absolute.zw;\n" " gl_FragColor = texture2D(tex, tex_c.xy).bgra * texture2D(texm, mpos).a * col;\n" "}\n"; @@ -2733,20 +2733,17 @@ static const char const map_mask_vert_glsl[] = "precision highp float;\n" "#endif\n" "attribute vec4 vertex, color;\n" - "attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda;\n" + "attribute vec2 tex_coord;\n" + "uniform float yinvert;\n" "uniform mat4 mvp;\n" "varying vec2 tex_c;\n" - "varying vec4 mask_Position, col, mask_Absolute;\n" + "varying vec4 mask_Position, col;\n" "void main()\n" "{\n" " gl_Position = mvp * vertex;\n" " tex_c = tex_coord;\n" " col = color;\n" - " // tex_coorda contains the Y-invert flag\n" - " // tex_coordm contains the X,Y position of the mask\n" - " // tex_sample contains the W,H size of the mask (inverted)\n" - " mask_Position = mvp * vertex * vec4(tex_coorda.x * 0.5, tex_coorda.y * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" - " mask_Absolute = vec4(tex_coordm, tex_sample); // x, y, 1/w, 1/h on canvas in GL coords\n" + " mask_Position = mvp * vertex * vec4(0.5, yinvert * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" "}\n"; Evas_GL_Program_Source shader_map_mask_vert_src = { @@ -2813,13 +2810,13 @@ static const char const map_mask_bgra_frag_glsl[] = "#endif\n" "#endif\n" "uniform sampler2D tex, texm;\n" + "uniform vec4 mask_Absolute;\n" "varying vec2 tex_c;\n" - "varying vec4 mask_Position, col, mask_Absolute;\n" + "varying vec4 mask_Position, col;\n" "void main()\n" "{\n" " // FIXME: Use mask coordinates within its texture\n" " // FIXME: Fix Mach band effect using proper 4-point color interpolation\n" - " // FIXME: We're abusing varying where we should have uniforms\n" " vec2 mpos = vec2(mask_Position.xy - mask_Absolute.xy) * mask_Absolute.zw;\n" " gl_FragColor = texture2D(tex, tex_c.xy) * texture2D(texm, mpos).a * col;\n" "}\n"; @@ -2835,20 +2832,17 @@ static const char const map_mask_bgra_vert_glsl[] = "precision highp float;\n" "#endif\n" "attribute vec4 vertex, color;\n" - "attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda;\n" + "attribute vec2 tex_coord;\n" + "uniform float yinvert;\n" "uniform mat4 mvp;\n" "varying vec2 tex_c;\n" - "varying vec4 mask_Position, col, mask_Absolute;\n" + "varying vec4 mask_Position, col;\n" "void main()\n" "{\n" " gl_Position = mvp * vertex;\n" " tex_c = tex_coord;\n" " col = color;\n" - " // tex_coorda contains the Y-invert flag\n" - " // tex_coordm contains the X,Y position of the mask\n" - " // tex_sample contains the W,H size of the mask (inverted)\n" - " mask_Position = mvp * vertex * vec4(tex_coorda.x * 0.5, tex_coorda.y * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" - " mask_Absolute = vec4(tex_coordm, tex_sample); // x, y, 1/w, 1/h on canvas in GL coords\n" + " mask_Position = mvp * vertex * vec4(0.5, yinvert * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" "}\n"; Evas_GL_Program_Source shader_map_mask_bgra_vert_src = { diff --git a/src/modules/evas/engines/gl_common/shader/map_mask_bgra_frag.shd b/src/modules/evas/engines/gl_common/shader/map_mask_bgra_frag.shd index d6922f0..10c0145 100644 --- a/src/modules/evas/engines/gl_common/shader/map_mask_bgra_frag.shd +++ b/src/modules/evas/engines/gl_common/shader/map_mask_bgra_frag.shd @@ -6,13 +6,13 @@ precision mediump float; #endif #endif uniform sampler2D tex, texm; +uniform vec4 mask_Absolute; varying vec2 tex_c; -varying vec4 mask_Position, col, mask_Absolute; +varying vec4 mask_Position, col; void main() { // FIXME: Use mask coordinates within its texture // FIXME: Fix Mach band effect using proper 4-point color interpolation - // FIXME: We're abusing varying where we should have uniforms vec2 mpos = vec2(mask_Position.xy - mask_Absolute.xy) * mask_Absolute.zw; gl_FragColor = texture2D(tex, tex_c.xy) * texture2D(texm, mpos).a * col; } diff --git a/src/modules/evas/engines/gl_common/shader/map_mask_bgra_vert.shd b/src/modules/evas/engines/gl_common/shader/map_mask_bgra_vert.shd index 7b0c968..726a0f5 100644 --- a/src/modules/evas/engines/gl_common/shader/map_mask_bgra_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/map_mask_bgra_vert.shd @@ -2,20 +2,16 @@ precision highp float; #endif attribute vec4 vertex, color; -attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda; +attribute vec2 tex_coord; +uniform float yinvert; uniform mat4 mvp; varying vec2 tex_c; -varying vec4 mask_Position, col, mask_Absolute; +varying vec4 mask_Position, col; void main() { gl_Position = mvp * vertex; tex_c = tex_coord; col = color; - // tex_coorda contains the Y-invert flag - // tex_coordm contains the X,Y position of the mask - // tex_sample contains the W,H size of the mask (inverted) - - mask_Position = mvp * vertex * vec4(tex_coorda.x * 0.5, tex_coorda.y * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0); - mask_Absolute = vec4(tex_coordm, tex_sample); // x, y, 1/w, 1/h on canvas in GL coords + mask_Position = mvp * vertex * vec4(0.5, yinvert * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0); } diff --git a/src/modules/evas/engines/gl_common/shader/map_mask_frag.shd b/src/modules/evas/engines/gl_common/shader/map_mask_frag.shd index 189807b..bbed95b 100644 --- a/src/modules/evas/engines/gl_common/shader/map_mask_frag.shd +++ b/src/modules/evas/engines/gl_common/shader/map_mask_frag.shd @@ -6,13 +6,13 @@ precision mediump float; #endif #endif uniform sampler2D tex, texm; +uniform vec4 mask_Absolute; varying vec2 tex_c; -varying vec4 mask_Position, col, mask_Absolute; +varying vec4 mask_Position, col; void main() { // FIXME: Use mask coordinates within its texture // FIXME: Fix Mach band effect using proper 4-point color interpolation - // FIXME: We're abusing varying where we should have uniforms vec2 mpos = vec2(mask_Position.xy - mask_Absolute.xy) * mask_Absolute.zw; gl_FragColor = texture2D(tex, tex_c.xy).bgra * texture2D(texm, mpos).a * col; } diff --git a/src/modules/evas/engines/gl_common/shader/map_mask_vert.shd b/src/modules/evas/engines/gl_common/shader/map_mask_vert.shd index 7b0c968..726a0f5 100644 --- a/src/modules/evas/engines/gl_common/shader/map_mask_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/map_mask_vert.shd @@ -2,20 +2,16 @@ precision highp float; #endif attribute vec4 vertex, color; -attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda; +attribute vec2 tex_coord; +uniform float yinvert; uniform mat4 mvp; varying vec2 tex_c; -varying vec4 mask_Position, col, mask_Absolute; +varying vec4 mask_Position, col; void main() { gl_Position = mvp * vertex; tex_c = tex_coord; col = color; - // tex_coorda contains the Y-invert flag - // tex_coordm contains the X,Y position of the mask - // tex_sample contains the W,H size of the mask (inverted) - - mask_Position = mvp * vertex * vec4(tex_coorda.x * 0.5, tex_coorda.y * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0); - mask_Absolute = vec4(tex_coordm, tex_sample); // x, y, 1/w, 1/h on canvas in GL coords + mask_Position = mvp * vertex * vec4(0.5, yinvert * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0); } --