This patch ignores the borders for now.

Signed-off-by: Niels Ole Salscheider <niels_...@salscheider-online.de>
---
 src/gl-renderer.c | 309 ++++++++++++++++++++++++++++++++++++++++++++++++++----
 1 file changed, 286 insertions(+), 23 deletions(-)

diff --git a/src/gl-renderer.c b/src/gl-renderer.c
index b2dfbac..fe3aa4d 100644
--- a/src/gl-renderer.c
+++ b/src/gl-renderer.c
@@ -38,6 +38,8 @@
 #include <EGL/eglext.h>
 #include "weston-egl-ext.h"
 
+#include "colorcorrection-server-protocol.h"
+
 struct gl_shader {
        GLuint program;
        GLuint vertex_shader, fragment_shader;
@@ -74,6 +76,11 @@ struct gl_output_state {
        enum gl_border_status border_damage[BUFFER_DAMAGE_COUNT];
        struct gl_border_image borders[4];
        enum gl_border_status border_status;
+
+       GLuint fb;
+       GLuint fb_texture;
+       GLuint fb_mask_texture;
+       GLuint lut;
 };
 
 enum buffer_type {
@@ -82,6 +89,11 @@ enum buffer_type {
        BUFFER_TYPE_EGL
 };
 
+enum draw_type {
+       DRAW_TYPE_NORMAL,
+       DRAW_TYPE_MASK
+};
+
 struct gl_surface_state {
        GLfloat color[4];
        struct gl_shader *shader;
@@ -91,6 +103,8 @@ struct gl_surface_state {
        int needs_full_upload;
        pixman_region32_t texture_damage;
 
+       GLuint lut;
+
        EGLImageKHR images[3];
        GLenum target;
        int num_images;
@@ -526,7 +540,8 @@ shader_uniforms(struct gl_shader *shader,
 
 static void
 draw_view(struct weston_view *ev, struct weston_output *output,
-         pixman_region32_t *damage) /* in global coordinates */
+         pixman_region32_t *damage /* in global coordinates */,
+         enum draw_type type)
 {
        struct weston_compositor *ec = ev->surface->compositor;
        struct gl_renderer *gr = get_renderer(ec);
@@ -559,9 +574,6 @@ draw_view(struct weston_view *ev, struct weston_output 
*output,
                shader_uniforms(&gr->solid_shader, ev, output);
        }
 
-       use_shader(gr, gs->shader);
-       shader_uniforms(gs->shader, ev, output);
-
        if (ev->transform.enabled || output->zoom.active ||
            output->current_scale != ev->surface->buffer_viewport.scale)
                filter = GL_LINEAR;
@@ -575,6 +587,16 @@ draw_view(struct weston_view *ev, struct weston_output 
*output,
                glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter);
        }
 
+       /* Set LUT */
+       if (gr->has_texture_3d && ev->surface->clut.data) {
+               glActiveTexture(GL_TEXTURE0 + i);
+               glBindTexture(GL_TEXTURE_3D_OES, gs->lut);
+               glTexParameteri(GL_TEXTURE_3D_OES, GL_TEXTURE_MIN_FILTER,
+                               GL_LINEAR);
+               glTexParameteri(GL_TEXTURE_3D_OES, GL_TEXTURE_MAG_FILTER,
+                               GL_LINEAR);
+       }
+
        /* blended region is whole surface minus opaque region: */
        pixman_region32_init_rect(&surface_blend, 0, 0,
                                  ev->surface->width, ev->surface->height);
@@ -582,14 +604,34 @@ draw_view(struct weston_view *ev, struct weston_output 
*output,
 
        /* XXX: Should we be using ev->transform.opaque here? */
        if (pixman_region32_not_empty(&ev->surface->opaque)) {
-               if (gs->shader == &gr->texture_shader_rgba) {
+               if (gs->shader == &gr->texture_shader_rgba ||
+                   gs->shader == &gr->texture_shader_rgba_lut) {
                        /* Special case for RGBA textures with possibly
                         * bad data in alpha channel: use the shader
                         * that forces texture alpha = 1.0.
                         * Xwayland surfaces need this.
                         */
-                       use_shader(gr, &gr->texture_shader_rgbx);
-                       shader_uniforms(&gr->texture_shader_rgbx, ev, output);
+                       if (type == DRAW_TYPE_NORMAL) {
+                               if (gs->shader == &gr->texture_shader_rgba) {
+                                       use_shader(gr, 
&gr->texture_shader_rgbx);
+                                       
shader_uniforms(&gr->texture_shader_rgbx,
+                                                       ev, output);
+                               } else {
+                                       use_shader(gr, 
&gr->texture_shader_rgbx_lut);
+                                       
shader_uniforms(&gr->texture_shader_rgbx_lut,
+                                                       ev, output);
+                               }
+                       } else {
+                               float r = ev->surface->color_profile_mode ==
+                                         WL_COLORCORRECTION_MODE_UNCORRECTED ?
+                                         1.0f : 0.0f;
+                               use_shader(gr, &gr->solid_shader);
+                               
glUniformMatrix4fv(gr->solid_shader.proj_uniform,
+                                                  1, GL_FALSE, 
output->matrix.d);
+                               glUniform4f(gr->solid_shader.color_uniform,
+                                           r, 0.0f, 0.0f, 1.0f);
+                               glUniform1f(gr->solid_shader.alpha_uniform, 
1.0f);
+                       }
                }
 
                if (ev->alpha < 1.0)
@@ -601,7 +643,20 @@ draw_view(struct weston_view *ev, struct weston_output 
*output,
        }
 
        if (pixman_region32_not_empty(&surface_blend)) {
-               use_shader(gr, gs->shader);
+               if (type == DRAW_TYPE_NORMAL) {
+                       use_shader(gr, gs->shader);
+                       shader_uniforms(gs->shader, ev, output);
+               } else {
+                       float r = ev->surface->color_profile_mode ==
+                                 WL_COLORCORRECTION_MODE_UNCORRECTED ?
+                                 1.0f : 0.0f;
+                       use_shader(gr, &gr->solid_shader);
+                       glUniformMatrix4fv(gr->solid_shader.proj_uniform,
+                                          1, GL_FALSE, output->matrix.d);
+                       glUniform4f(gr->solid_shader.color_uniform,
+                                   r, 0.0f, 0.0f, 1.0f);
+                       glUniform1f(gr->solid_shader.alpha_uniform, 1.0f);
+               }
                glEnable(GL_BLEND);
                repaint_region(ev, &repaint, &surface_blend);
        }
@@ -613,14 +668,15 @@ out:
 }
 
 static void
-repaint_views(struct weston_output *output, pixman_region32_t *damage)
+repaint_views(struct weston_output *output, pixman_region32_t *damage,
+             enum draw_type type)
 {
        struct weston_compositor *compositor = output->compositor;
        struct weston_view *view;
 
        wl_list_for_each_reverse(view, &compositor->view_list, link)
                if (view->plane == &compositor->primary_plane)
-                       draw_view(view, output, damage);
+                       draw_view(view, output, damage, type);
 }
 
 static void
@@ -706,11 +762,11 @@ output_has_borders(struct weston_output *output)
 
 static void
 draw_output_borders(struct weston_output *output,
-                   enum gl_border_status border_status)
+                   enum gl_border_status border_status, enum draw_type type)
 {
        struct gl_output_state *go = get_output_state(output);
        struct gl_renderer *gr = get_renderer(output->compositor);
-       struct gl_shader *shader = &gr->texture_shader_rgba;
+       struct gl_shader *shader;
        struct gl_border_image *top, *bottom, *left, *right;
        struct weston_matrix matrix;
        int full_width, full_height;
@@ -718,6 +774,11 @@ draw_output_borders(struct weston_output *output,
        if (border_status == BORDER_STATUS_CLEAN)
                return; /* Clean. Nothing to do. */
 
+       if (type == DRAW_TYPE_NORMAL) {
+               shader = &gr->texture_shader_rgba;
+       } else
+               shader = &gr->solid_shader;
+
        top = &go->borders[GL_RENDERER_BORDER_TOP];
        bottom = &go->borders[GL_RENDERER_BORDER_BOTTOM];
        left = &go->borders[GL_RENDERER_BORDER_LEFT];
@@ -738,6 +799,8 @@ draw_output_borders(struct weston_output *output,
 
        glUniform1i(shader->tex_uniforms[0], 0);
        glUniform1f(shader->alpha_uniform, 1);
+       if (type == DRAW_TYPE_MASK)
+               glUniform4f(shader->color_uniform, 1.0f, 0.0f, 0.0f, 1.0f);
        glActiveTexture(GL_TEXTURE0);
 
        if (border_status & BORDER_TOP_DIRTY)
@@ -858,6 +921,103 @@ output_rotate_damage(struct weston_output *output,
 }
 
 static void
+use_fb(struct weston_output *output, GLuint *texture)
+{
+       struct gl_output_state *go = get_output_state(output);
+
+       if (!go->fb)
+               glGenFramebuffers(1, &go->fb);
+       glBindFramebuffer(GL_FRAMEBUFFER, go->fb);
+
+       if (!*texture)
+               glGenTextures(1, texture);
+       glBindTexture(GL_TEXTURE_2D, *texture);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, output->width,
+                    output->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+                       GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+                       GL_NEAREST);
+
+       glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                              GL_TEXTURE_2D, *texture, 0);
+}
+
+static int
+draw_fb(struct weston_output *output)
+{
+       struct gl_output_state *go = get_output_state(output);
+       struct weston_compositor *compositor = output->compositor;
+       struct gl_renderer *gr = get_renderer(compositor);
+
+       static GLushort indices [] = { 0, 1, 3, 2 };
+
+       GLfloat texcoord[] = {
+               0.0f, 0.0f,
+               1.0f, 0.0f,
+               1.0f, 1.0f,
+               0.0f, 1.0f,
+       };
+
+       GLfloat verts[] = {
+               output->x,                 output->y,
+               output->x + output->width, output->y,
+               output->x + output->width, output->y + output->height,
+               output->x,                 output->y + output->height
+       };
+
+       struct weston_matrix matrix;
+
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+       use_shader(gr, &gr->fb_shader);
+
+       glViewport(0, 0, output->width, output->height);
+
+       weston_matrix_init(&matrix);
+       weston_matrix_translate(&matrix,
+                               -(output->x + output->width / 2.0),
+                               -(output->y + output->height / 2.0), 0);
+       weston_matrix_scale(&matrix,
+                           2.0 / output->width,
+                           2.0 / output->height, 1);
+       glUniformMatrix4fv(gr->fb_shader.proj_uniform, 1, GL_FALSE, matrix.d);
+
+       glUniform1i(gr->fb_shader.tex_uniforms[0], 0);
+       glUniform1i(gr->fb_shader.tex_uniforms[1], 1);
+       glUniform1i(gr->fb_shader.lut_uniform, 2);
+
+       glActiveTexture(GL_TEXTURE0);
+       glBindTexture(GL_TEXTURE_2D, go->fb_texture);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+       glActiveTexture(GL_TEXTURE1);
+       glBindTexture(GL_TEXTURE_2D, go->fb_mask_texture);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+       glActiveTexture(GL_TEXTURE2);
+       glBindTexture(GL_TEXTURE_3D_OES, go->lut);
+       glTexParameteri(GL_TEXTURE_3D_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_3D_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
+       glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
+       glEnableVertexAttribArray(0);
+       glEnableVertexAttribArray(1);
+
+       glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, indices);
+
+       glDisableVertexAttribArray(1);
+       glDisableVertexAttribArray(0);
+
+       return 0;
+}
+
+static void
+gl_renderer_attach_output_lut(struct weston_output *output);
+static void
 gl_renderer_repaint_output(struct weston_output *output,
                              pixman_region32_t *output_damage)
 {
@@ -883,6 +1043,9 @@ gl_renderer_repaint_output(struct weston_output *output,
        if (use_output(output) < 0)
                return;
 
+       if (gr->has_texture_3d && output->clut.data)
+               use_fb(output, &go->fb_texture);
+
        /* if debugging, redraw everything outside the damage to clean up
         * debug lines from the previous draw on this buffer:
         */
@@ -892,7 +1055,7 @@ gl_renderer_repaint_output(struct weston_output *output,
                pixman_region32_subtract(&undamaged, &output->region,
                                         output_damage);
                gr->fan_debug = 0;
-               repaint_views(output, &undamaged);
+               repaint_views(output, &undamaged, DRAW_TYPE_NORMAL);
                gr->fan_debug = 1;
                pixman_region32_fini(&undamaged);
        }
@@ -906,14 +1069,24 @@ gl_renderer_repaint_output(struct weston_output *output,
        pixman_region32_union(&total_damage, &buffer_damage, output_damage);
        border_damage |= go->border_status;
 
-       repaint_views(output, &total_damage);
+       repaint_views(output, &total_damage, DRAW_TYPE_NORMAL);
+       draw_output_borders(output, border_damage, DRAW_TYPE_NORMAL);
 
-       pixman_region32_fini(&total_damage);
-       pixman_region32_fini(&buffer_damage);
+       if (gr->has_texture_3d && output->clut.data) {
+               use_fb(output, &go->fb_mask_texture);
+               glClear(GL_COLOR_BUFFER_BIT);
+               repaint_views(output, &total_damage, DRAW_TYPE_MASK);
+               draw_output_borders(output, border_damage, DRAW_TYPE_MASK);
 
-       draw_output_borders(output, border_damage);
+               gl_renderer_attach_output_lut(output);
+               if (draw_fb(output) < 0)
+                       return;
+       }
 
+       pixman_region32_fini(&total_damage);
+       pixman_region32_fini(&buffer_damage);
        pixman_region32_copy(&output->previous_damage, output_damage);
+
        wl_signal_emit(&output->frame_signal, output);
 
 #ifdef EGL_EXT_swap_buffers_with_damage
@@ -1141,20 +1314,32 @@ gl_renderer_attach_shm(struct weston_surface *es, 
struct weston_buffer *buffer,
 
        switch (wl_shm_buffer_get_format(shm_buffer)) {
        case WL_SHM_FORMAT_XRGB8888:
-               gs->shader = &gr->texture_shader_rgbx;
+               if (gr->has_texture_3d && es->clut.data)
+                       gs->shader = &gr->texture_shader_rgbx_lut;
+               else
+                       gs->shader = &gr->texture_shader_rgbx;
                pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
                break;
        case WL_SHM_FORMAT_ARGB8888:
-               gs->shader = &gr->texture_shader_rgba;
+               if (gr->has_texture_3d &&  es->clut.data)
+                       gs->shader = &gr->texture_shader_rgba_lut;
+               else
+                       gs->shader = &gr->texture_shader_rgba;
                pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
                break;
        case WL_SHM_FORMAT_RGB565:
-               gs->shader = &gr->texture_shader_rgbx;
+               if (gr->has_texture_3d &&  es->clut.data)
+                       gs->shader = &gr->texture_shader_rgbx_lut;
+               else
+                       gs->shader = &gr->texture_shader_rgbx;
                pitch = wl_shm_buffer_get_stride(shm_buffer) / 2;
                break;
        default:
                weston_log("warning: unknown shm buffer format\n");
-               gs->shader = &gr->texture_shader_rgba;
+               if (gr->has_texture_3d &&  es->clut.data)
+                       gs->shader = &gr->texture_shader_rgba_lut;
+               else
+                       gs->shader = &gr->texture_shader_rgba;
                pitch = wl_shm_buffer_get_stride(shm_buffer) / 4;
        }
 
@@ -1208,12 +1393,18 @@ gl_renderer_attach_egl(struct weston_surface *es, 
struct weston_buffer *buffer,
        case EGL_TEXTURE_RGBA:
        default:
                num_planes = 1;
-               gs->shader = &gr->texture_shader_rgba;
+               if (gr->has_texture_3d && es->clut.data)
+                       gs->shader = &gr->texture_shader_rgba_lut;
+               else
+                       gs->shader = &gr->texture_shader_rgba;
                break;
        case EGL_TEXTURE_EXTERNAL_WL:
                num_planes = 1;
                gs->target = GL_TEXTURE_EXTERNAL_OES;
-               gs->shader = &gr->texture_shader_egl_external;
+               if (gr->has_texture_3d && es->clut.data)
+                       gs->shader = &gr->texture_shader_egl_external_lut;
+               else
+                       gs->shader = &gr->texture_shader_egl_external;
                break;
        case EGL_TEXTURE_Y_UV_WL:
                num_planes = 2;
@@ -1258,6 +1449,64 @@ gl_renderer_attach_egl(struct weston_surface *es, struct 
weston_buffer *buffer,
 }
 
 static void
+gl_renderer_attach_lut(struct weston_surface *es)
+{
+       struct weston_compositor *ec = es->compositor;
+       struct gl_renderer *gr = get_renderer(ec);
+       struct gl_surface_state *gs = get_surface_state(es);
+
+       if (!gs->lut) {
+               glGenTextures(1, &gs->lut);
+               glBindTexture(GL_TEXTURE_3D_OES, gs->lut);
+               glTexParameteri(GL_TEXTURE_3D_OES,
+                               GL_TEXTURE_WRAP_R_OES, GL_CLAMP_TO_EDGE);
+               glTexParameteri(GL_TEXTURE_3D_OES,
+                               GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+               glTexParameteri(GL_TEXTURE_3D_OES,
+                               GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       } else
+               glBindTexture(GL_TEXTURE_3D_OES, gs->lut);
+
+#ifdef GL_EXT_unpack_subimage
+               glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
+               glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
+               glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
+#endif
+       gr->teximage3d(GL_TEXTURE_3D_OES, 0, GL_RGB,
+                      es->clut.points, es->clut.points,  es->clut.points,
+                      0, GL_RGB, GL_UNSIGNED_BYTE,  es->clut.data);
+}
+
+static void
+gl_renderer_attach_output_lut(struct weston_output *output)
+{
+       struct gl_renderer *gr = get_renderer(output->compositor);
+       struct gl_output_state *go = get_output_state(output);
+
+       if (!go->lut) {
+               glGenTextures(1, &go->lut);
+               glBindTexture(GL_TEXTURE_3D_OES, go->lut);
+               glTexParameteri(GL_TEXTURE_3D_OES,
+                               GL_TEXTURE_WRAP_R_OES, GL_CLAMP_TO_EDGE);
+               glTexParameteri(GL_TEXTURE_3D_OES,
+                               GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+               glTexParameteri(GL_TEXTURE_3D_OES,
+                               GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       } else
+               glBindTexture(GL_TEXTURE_3D_OES, go->lut);
+
+#ifdef GL_EXT_unpack_subimage
+               glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
+               glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
+               glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
+#endif
+       gr->teximage3d(GL_TEXTURE_3D_OES, 0, GL_RGB,
+                      output->clut.points, output->clut.points,
+                      output->clut.points, 0, GL_RGB, GL_UNSIGNED_BYTE,
+                      output->clut.data);
+}
+
+static void
 gl_renderer_attach(struct weston_surface *es, struct weston_buffer *buffer)
 {
        struct weston_compositor *ec = es->compositor;
@@ -1277,6 +1526,8 @@ gl_renderer_attach(struct weston_surface *es, struct 
weston_buffer *buffer)
                gs->num_images = 0;
                glDeleteTextures(gs->num_textures, gs->textures);
                gs->num_textures = 0;
+               if (gs->lut)
+                       glDeleteTextures(1, &gs->lut);
                gs->buffer_type = BUFFER_TYPE_NULL;
                gs->y_inverted = 1;
                return;
@@ -1295,6 +1546,9 @@ gl_renderer_attach(struct weston_surface *es, struct 
weston_buffer *buffer)
                gs->buffer_type = BUFFER_TYPE_NULL;
                gs->y_inverted = 1;
        }
+
+       if (gr->has_texture_3d && es->clut.data)
+               gl_renderer_attach_lut(es);
 }
 
 static void
@@ -1323,6 +1577,8 @@ surface_state_destroy(struct gl_surface_state *gs, struct 
gl_renderer *gr)
        gs->surface->renderer_state = NULL;
 
        glDeleteTextures(gs->num_textures, gs->textures);
+       if (gs->lut)
+               glDeleteTextures(1, &gs->lut);
 
        for (i = 0; i < gs->num_images; i++)
                gr->destroy_image(gr->egl_display, gs->images[i]);
@@ -1877,6 +2133,13 @@ gl_renderer_output_destroy(struct weston_output *output)
        for (i = 0; i < 2; i++)
                pixman_region32_fini(&go->buffer_damage[i]);
 
+       if (go->fb_texture)
+               glDeleteTextures(1, &go->fb_texture);
+       if (go->fb_mask_texture)
+               glDeleteTextures(1, &go->fb_mask_texture);
+       if (go->fb)
+               glDeleteFramebuffers(1, &go->fb);
+
        eglDestroySurface(gr->egl_display, go->egl_surface);
 
        free(go);
-- 
1.9.1

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