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authordec05eba <dec05eba®protonmail.com>2023-04-14 09:36:24 +0200
committerdec05eba <dec05eba@protonmail.com>2023-04-15 19:06:08 +0200
commitf6107a0c5d41aa9fbaa41d64e2f6a5681f9237cc (patch)
tree8fae2bf69dd325d1da0ab1e475a58f32435768cf /src/shader.c
parent5c714ea7142272b7b95b95019501df1d49691db1 (diff)
Fix AMD single monitor rotated display being rotated in recording
If there is only one monitor connected and it's rotated then the drm buf will also be rotated. This only the case with AMD and only when using one monitor! To fix this, we perform color conversion with an opengl shader which allows us to also rotate the texture. VAAPI supports rotation but it's not implemented by AMD at least. Performance seems to be the same as when using VAAPI, even when GPU usage is 100%.
Diffstat (limited to 'src/shader.c')
-rw-r--r--src/shader.c137
1 files changed, 137 insertions, 0 deletions
diff --git a/src/shader.c b/src/shader.c
new file mode 100644
index 0000000..e7b3bb2
--- /dev/null
+++ b/src/shader.c
@@ -0,0 +1,137 @@
+#include "../include/shader.h"
+#include <stdio.h>
+#include <assert.h>
+
+static int min_int(int a, int b) {
+ return a < b ? a : b;
+}
+
+static unsigned int loader_shader(gsr_egl *egl, unsigned int type, const char *source) {
+ unsigned int shader_id = egl->glCreateShader(type);
+ if(shader_id == 0) {
+ fprintf(stderr, "gsr error: loader_shader: failed to create shader, error: %d\n", egl->glGetError());
+ return 0;
+ }
+
+ egl->glShaderSource(shader_id, 1, &source, NULL);
+ egl->glCompileShader(shader_id);
+
+ int compiled = 0;
+ egl->glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled);
+ if(!compiled) {
+ int info_length = 0;
+ egl->glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_length);
+
+ if(info_length > 1) {
+ char info_log[4096];
+ egl->glGetShaderInfoLog(shader_id, min_int(4096, info_length), NULL, info_log);
+ fprintf(stderr, "gsr error: loader shader: failed to compile shader, error:\n%s\n", info_log);
+ }
+
+ egl->glDeleteShader(shader_id);
+ return 0;
+ }
+
+ return shader_id;
+}
+
+static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const char *fragment_shader) {
+ unsigned int vertex_shader_id = 0;
+ unsigned int fragment_shader_id = 0;
+ unsigned int program_id = 0;
+ int linked = 0;
+
+ if(vertex_shader) {
+ vertex_shader_id = loader_shader(egl, GL_VERTEX_SHADER, vertex_shader);
+ if(vertex_shader_id == 0)
+ goto err;
+ }
+
+ if(fragment_shader) {
+ fragment_shader_id = loader_shader(egl, GL_FRAGMENT_SHADER, fragment_shader);
+ if(fragment_shader_id == 0)
+ goto err;
+ }
+
+ program_id = egl->glCreateProgram();
+ if(program_id == 0) {
+ fprintf(stderr, "gsr error: load_program: failed to create shader program, error: %d\n", egl->glGetError());
+ goto err;
+ }
+
+ if(vertex_shader_id)
+ egl->glAttachShader(program_id, vertex_shader_id);
+
+ if(fragment_shader_id)
+ egl->glAttachShader(program_id, fragment_shader_id);
+
+ egl->glLinkProgram(program_id);
+
+ egl->glGetProgramiv(program_id, GL_LINK_STATUS, &linked);
+ if(!linked) {
+ int info_length = 0;
+ egl->glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_length);
+
+ if(info_length > 1) {
+ char info_log[4096];
+ egl->glGetProgramInfoLog(program_id, min_int(4096, info_length), NULL, info_log);
+ fprintf(stderr, "gsr error: load program: linking shader program failed, error:\n%s\n", info_log);
+ }
+
+ goto err;
+ }
+
+ if(fragment_shader_id)
+ egl->glDeleteShader(fragment_shader_id);
+ if(vertex_shader_id)
+ egl->glDeleteShader(vertex_shader_id);
+
+ return program_id;
+
+ err:
+ if(program_id)
+ egl->glDeleteProgram(program_id);
+ if(fragment_shader_id)
+ egl->glDeleteShader(fragment_shader_id);
+ if(vertex_shader_id)
+ egl->glDeleteShader(vertex_shader_id);
+ return 0;
+}
+
+int gsr_shader_init(gsr_shader *self, gsr_egl *egl, const char *vertex_shader, const char *fragment_shader) {
+ assert(egl);
+ self->egl = egl;
+ self->program_id = 0;
+
+ if(!vertex_shader && !fragment_shader) {
+ fprintf(stderr, "gsr error: gsr_shader_init: vertex shader and fragment shader can't be NULL at the same time\n");
+ return -1;
+ }
+
+ self->program_id = load_program(self->egl, vertex_shader, fragment_shader);
+ if(self->program_id == 0)
+ return -1;
+
+ return 0;
+}
+
+void gsr_shader_deinit(gsr_shader *self) {
+ if(self->program_id) {
+ self->egl->glDeleteProgram(self->program_id);
+ self->program_id = 0;
+ }
+}
+
+int gsr_shader_bind_attribute_location(gsr_shader *self, const char *attribute, int location) {
+ while(self->egl->glGetError()) {}
+ self->egl->glBindAttribLocation(self->program_id, location, attribute);
+ return self->egl->glGetError();
+}
+
+void gsr_shader_use(gsr_shader *self) {
+ self->egl->glUseProgram(self->program_id);
+}
+
+void gsr_shader_use_none(gsr_shader *self) {
+ self->egl->glUseProgram(0);
+}