#include #include #include #include #include "config.h" #include "config_file.h" #include "constants.h" #include "shaders.h" #include "types.h" #define GLAD_GL_IMPLEMENTATION #include #define GLAD_EGL_IMPLEMENTATION #include #include #include static const GLuint unused_uniform = (GLuint)-1; static void init_gl(ShaderProgram *program) { gladLoadGL(glfwGetProcAddress); program->egl_display = glfwGetEGLDisplay(); if (program->egl_display == EGL_NO_DISPLAY) { log_error("error: glfwGetEGLDisplay no EGLDisplay returned"); program->error = true; return; } gladLoadEGL(program->egl_display, glfwGetProcAddress); } static void init_textures(ShaderProgram *program, SharedContext *context) { unsigned int i; glGenTextures(program->tex_count, program->textures); for (i = 0; i < program->tex_count; i++) { // selects which texture unit subsequent texture state calls will affect glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, program->textures[i]); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glDisable(GL_BLEND); // define texture image as empty glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->internal_width, context->internal_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); // setup mipmap context glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); log_info("Texture %d initialized", i); } } static void rebind_textures(ShaderProgram *program) { unsigned int i; for (i = 0; i < program->tex_count; i++) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, program->textures[i]); } } static void link_input_to_texture(ShaderProgram *program, VideoCapture *input, unsigned int texture_index) { input->dma_image = EGL_NO_IMAGE_KHR; // https://registry.khronos.org/EGL/extensions/EXT/EGL_EXT_image_dma_buf_import.txt const EGLint attrib_list[] = {EGL_WIDTH, input->width, EGL_HEIGHT, input->height, EGL_LINUX_DRM_FOURCC_EXT, input->pixelformat, EGL_DMA_BUF_PLANE0_FD_EXT, input->exp_fd, EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0, EGL_DMA_BUF_PLANE0_PITCH_EXT, input->bytesperline, EGL_NONE}; input->dma_image = eglCreateImageKHR(program->egl_display, EGL_NO_CONTEXT, EGL_LINUX_DMA_BUF_EXT, (EGLClientBuffer)NULL, attrib_list); if (input->dma_image == EGL_NO_IMAGE_KHR) { log_error("(%s) eglCreateImageKHR failed %04x", input->name, eglGetError()); return; } glActiveTexture(GL_TEXTURE0 + texture_index); glBindTexture(GL_TEXTURE_2D, program->textures[texture_index]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, input->width, input->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); // https://registry.khronos.org/OpenGL/extensions/EXT/EXT_EGL_image_storage.txt glEGLImageTargetTexStorageEXT(GL_TEXTURE_2D, (GLeglImageOES)input->dma_image, NULL); log_info("Texture %d linked to %s", texture_index, input->name); } static void init_input(ShaderProgram *program, ConfigFile config, VideoCaptureArray inputs) { unsigned int i; unsigned tex_i; char name[256]; for (i = 0; i < program->in_count; i++) { if (i < inputs.length && !inputs.values[i].error) { sprintf(name, "IN_%d_OUT", i + 1); tex_i = config_file_get_int(config, name, 0); link_input_to_texture(program, &inputs.values[i], tex_i); } else { log_warn("Cannot link input %d", i + 1); } } } static void init_framebuffers(ShaderProgram *program, ConfigFile config) { unsigned int i; unsigned tex_i; char name[256]; glGenFramebuffers(program->frag_count, program->frame_buffers); for (i = 0; i < program->frag_count; i++) { if (i == program->frag_output_index || i == program->frag_monitor_index) { continue; } glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]); sprintf(name, "FRAG_%d_OUT", i + 1); tex_i = config_file_get_int(config, name, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, program->textures[tex_i], 0); // check framebuffer status if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { log_error("Framebuffer %d is KO: %x", i + 1, glCheckFramebufferStatus(GL_FRAMEBUFFER)); program->error = true; return; } log_info("Framebuffer %d initialized", i); } return; } static void init_vertices(ShaderProgram *program) { glGenBuffers(1, &program->vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); } static void bind_vertices(ShaderProgram *program, unsigned int index) { unsigned int i; glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer); glGenVertexArrays(1, &program->vertex_array[index]); glBindVertexArray(program->vertex_array[index]); for (i = 0; i < program->frag_count; i++) { // enable attribute pointer glEnableVertexAttribArray(program->vpos_locations[i]); // specify the location and data format of the array of generic vertex // attributes to use when rendering glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, pos)); } } static bool compile_shader(GLuint shader_id, char *name, char *source_code) { GLint status_params; char log[1024]; log_info("Compiling '%s'...", name); // update shader source code glShaderSource(shader_id, 1, (const GLchar **)&source_code, NULL); // compile shader glCompileShader(shader_id); // get compilation status glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status_params); glGetShaderInfoLog(shader_id, 1024, NULL, (GLchar *)&log); if (status_params == GL_FALSE) { log_error("Failed to compile\n%s", log); } else { log_info("Compilation successful"); } return status_params == GL_TRUE; } static void init_shaders(ShaderProgram *program, FileArray fragment_shaders) { unsigned int i; // compile vertex shader program->vertex_shader = glCreateShader(GL_VERTEX_SHADER); program->error |= !compile_shader( program->vertex_shader, "internal vertex shader", vertex_shader_text); // compile fragment shaders for (i = 0; i < program->frag_count; i++) { program->fragment_shaders[i] = glCreateShader(GL_FRAGMENT_SHADER); program->error |= !compile_shader(program->fragment_shaders[i], fragment_shaders.values[i].path, fragment_shaders.values[i].content); if (program->error) { return; } } } static void init_single_program(ShaderProgram *program, unsigned int i, ConfigFile config) { unsigned int j, k; char name[256]; char *prefix; program->programs[i] = glCreateProgram(); glAttachShader(program->programs[i], program->vertex_shader); glAttachShader(program->programs[i], program->fragment_shaders[i]); glLinkProgram(program->programs[i]); // create uniforms pointers program->itime_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_TIME", "iTime")); program->itempo_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_TEMPO", "iTempo")); program->ifps_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_FPS", "iFPS")); program->ires_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_RESOLUTION", "iResolution")); program->itexres_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_TEX_RESOLUTION", "iTexResolution")); program->idemo_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_DEMO", "iDemo")); program->ipage_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_PAGE", "iPage")); program->iselected_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_SELECTED", "iSelected")); prefix = config_file_get_str(config, "UNIFORM_IN_RESOLUTION_PREFIX", "iInputResolution"); for (j = 0; j < program->in_count; j++) { sprintf(name, "%s%d", prefix, j + 1); program->iinres_locations[i * program->in_count + j] = glGetUniformLocation(program->programs[i], name); } prefix = config_file_get_str(config, "UNIFORM_IN_FORMAT_PREFIX", "iInputFormat"); for (j = 0; j < program->in_count; j++) { sprintf(name, "%s%d", prefix, j + 1); program->iinfmt_locations[i * program->in_count + j] = glGetUniformLocation(program->programs[i], name); } prefix = config_file_get_str(config, "UNIFORM_IN_FPS_PREFIX", "iInputFPS"); for (j = 0; j < program->in_count; j++) { sprintf(name, "%s%d", prefix, j + 1); program->iinfps_locations[i * program->in_count + j] = glGetUniformLocation(program->programs[i], name); } prefix = config_file_get_str(config, "UNIFORM_SEED_PREFIX", "seed"); for (j = 0; j < program->frag_count; j++) { sprintf(name, "%s%d", prefix, j + 1); program->iseed_locations[i * program->frag_count + j] = glGetUniformLocation(program->programs[i], name); } prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "state"); for (j = 0; j < program->frag_count; j++) { sprintf(name, "%s%d", prefix, j + 1); program->istate_locations[i * program->frag_count + j] = glGetUniformLocation(program->programs[i], name); } for (j = 0; j < program->sub_type_count; j++) { sprintf(name, "SUB_%d_PREFIX", j + 1); prefix = config_file_get_str(config, name, 0); for (k = 0; k < program->sub_variant_count; k++) { sprintf(name, "%s%d", prefix, k + 1); program->sub_locations[i * program->sub_variant_count * program->sub_type_count + j * program->sub_variant_count + k] = glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name); } } prefix = config_file_get_str(config, "UNIFORM_ACTIVE_PREFIX", "active"); for (j = 0; j < program->active_count; j++) { sprintf(name, "%s%d", prefix, j + 1); program->iactive_locations[i * program->active_count + j] = glGetUniformLocation(program->programs[i], name); } // create texX uniforms pointer prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "tex"); for (j = 0; j < program->tex_count; j++) { sprintf(name, "%s%d", prefix, j); program->textures_locations[i * program->tex_count + j] = glGetUniformLocation(program->programs[i], name); } // create attribute pointer program->vpos_locations[i] = glGetAttribLocation(program->programs[i], "vPos"); log_info("Program %d initialized", i + 1); } static void init_programs(ShaderProgram *program, ConfigFile config) { unsigned int i; for (i = 0; i < program->frag_count; i++) { init_single_program(program, i, config); } } ShaderProgram shaders_init(FileArray fragment_shaders, ConfigFile config, SharedContext *context, VideoCaptureArray inputs, StateConfig state_config, ShaderProgram *previous) { ShaderProgram program; if (previous == NULL) { program.error = false; program.last_width = context->width; program.last_height = context->height; program.tex_count = config_file_get_int(config, "TEX_COUNT", 9); program.frag_count = config_file_get_int(config, "FRAG_COUNT", 10); program.frag_output_index = config_file_get_int(config, "FRAG_OUTPUT", 1) - 1; program.frag_monitor_index = config_file_get_int(config, "FRAG_MONITOR", 1) - 1; program.sub_type_count = config_file_get_int(config, "SUB_TYPE_COUNT", 0); program.in_count = config_file_get_int(config, "IN_COUNT", 0); program.sub_variant_count = state_config.state_max; program.active_count = state_config.src_count; if (program.frag_count > MAX_FRAG) { log_error("FRAG_COUNT over %d", MAX_FRAG); program.error = true; return program; } init_gl(&program); init_shaders(&program, fragment_shaders); if (program.error) { return program; } init_textures(&program, context); init_input(&program, config, inputs); init_framebuffers(&program, config); init_programs(&program, config); init_vertices(&program); // log_debug("Error after init: %04x", // glGetError()); // TODO check error at each step } else { program = *previous; } bind_vertices(&program, previous != NULL ? 1 : 0); return program; } void shaders_update(ShaderProgram program, FileArray fragment_shaders, unsigned int i) { bool result; result = compile_shader(program.fragment_shaders[i], fragment_shaders.values[i].path, fragment_shaders.values[i].content); if (result) { glLinkProgram(program.programs[i]); log_info("Program %d updated", i + 1); } } static void update_viewport(ShaderProgram program, SharedContext *context) { unsigned int i; // viewport changed if (context->width != program.last_width || context->height != program.last_height) { // clean and resize all textures for (i = 0; i < program.tex_count; i++) { glActiveTexture(GL_TEXTURE0 + i); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->internal_width, context->internal_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); } } } static void write_uniform_1f(GLuint location, float value) { if (location != unused_uniform) { glUniform1f(location, (const GLfloat)value); } } static void write_uniform_1i(GLuint location, unsigned int value) { if (location != unused_uniform) { glUniform1i(location, (const GLint)value); } } static void write_uniform_2f(GLuint location, vec2 *value) { if (location != unused_uniform) { glUniform2fv(location, 1, (const GLfloat *)value); } } // static void write_uniform_3f(GLuint location, vec3 *value) { // if (location != unused_uniform) { // glUniform3fv(location, 1, (const GLfloat *)value); // } // } static void use_program(ShaderProgram program, int i, bool output, SharedContext *context) { unsigned int j, k; GLuint subroutines[ARRAY_SIZE]; vec2 resolution, tex_resolution, in_resolution; resolution[0] = (float)context->width; resolution[1] = (float)context->height; tex_resolution[0] = (float)context->internal_width; tex_resolution[1] = (float)context->internal_height; // use specific shader program glUseProgram(program.programs[i]); if (output) { glViewport(0, 0, context->width, context->height); // use default framebuffer (output) glBindFramebuffer(GL_FRAMEBUFFER, 0); // clear buffer glClear(GL_COLOR_BUFFER_BIT); } else { glViewport(0, 0, context->internal_width, context->internal_height); // use memory framebuffer glBindFramebuffer(GL_FRAMEBUFFER, program.frame_buffers[i]); glDrawBuffer(GL_COLOR_ATTACHMENT0); } // set fragment uniforms write_uniform_1f(program.itime_locations[i], context->time); write_uniform_1f(program.itempo_locations[i], context->tempo); write_uniform_1i(program.ifps_locations[i], context->fps); write_uniform_1i(program.idemo_locations[i], context->demo ? 1 : 0); write_uniform_1i(program.ipage_locations[i], context->page); write_uniform_1i(program.iselected_locations[i], context->selected + 1); write_uniform_2f(program.ires_locations[i], &resolution); write_uniform_2f(program.itexres_locations[i], &tex_resolution); for (j = 0; j < program.active_count; j++) { write_uniform_1i(program.iactive_locations[i * program.active_count + j], context->active[j] + 1); } for (j = 0; j < program.in_count; j++) { in_resolution[0] = context->input_widths[j]; in_resolution[1] = context->input_heights[j]; write_uniform_2f(program.iinres_locations[i * program.in_count + j], &in_resolution); write_uniform_1i(program.iinfmt_locations[i * program.in_count + j], context->input_formats[j]); write_uniform_1i(program.iinfps_locations[i * program.in_count + j], context->input_fps[j]); } // set seeds uniforms for (j = 0; j < program.frag_count; j++) { write_uniform_1i(program.iseed_locations[i * program.frag_count + j], context->seeds[j]); } // set subroutines for fragment and update state uniforms k = context->state[i]; for (j = 0; j < program.sub_type_count; j++) { subroutines[j] = program.sub_locations[i * program.sub_type_count * program.sub_variant_count + j * program.sub_variant_count + k]; } for (j = 0; j < program.frag_count; j++) { write_uniform_1i(program.istate_locations[i * program.frag_count + j], context->state[j]); } glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count, subroutines); // set GL_TEXTURE(X) to uniform sampler2D texX for (j = 0; j < program.tex_count; j++) { write_uniform_1i(program.textures_locations[i * program.tex_count + j], j); } // draw output glDrawArrays(GL_TRIANGLES, 0, 6); } void shaders_compute(ShaderProgram program, SharedContext *context, bool monitor, bool output_only) { unsigned int i; if (!output_only) { glBindVertexArray(program.vertex_array[0]); update_viewport(program, context); for (i = 0; i < program.frag_count; i++) { if (i != program.frag_output_index && i != program.frag_monitor_index) { use_program(program, i, false, context); } } } else { glBindVertexArray(program.vertex_array[1]); rebind_textures(&program); } use_program(program, monitor ? program.frag_monitor_index : program.frag_output_index, true, context); } void shaders_free(ShaderProgram program) { unsigned int i; for (i = 0; i < program.frag_count; i++) { glDeleteProgram(program.programs[i]); } glDeleteFramebuffers(program.frag_count, program.frame_buffers); glDeleteTextures(program.tex_count, program.textures); glDeleteBuffers(1, &program.vertex_buffer); } void shaders_free_window(ShaderProgram program, bool secondary) { glDeleteVertexArrays(1, &program.vertex_array[secondary ? 1 : 0]); } void shaders_free_input(ShaderProgram program, VideoCapture input) { if (!input.error && input.dma_image != EGL_NO_IMAGE_KHR) { eglDestroyImageKHR(program.egl_display, input.dma_image); } }