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authordec05eba <dec05eba@protonmail.com>2025-04-06 21:52:15 +0200
committerdec05eba <dec05eba@protonmail.com>2025-04-06 21:52:15 +0200
commit5029906c344ea39c13c9875d89da0f6b4a8595aa (patch)
tree1f85799d2e51d676e8cf571f94f12a3a20e04446 /src
parent9de04e74eaab2748318198d2b8fa273c3a79fe12 (diff)
Fallback to graphics shader instead of compute shader if the gpu doesn't support compute shader (either glsl 420 or opengl es glsl 310)
Diffstat (limited to 'src')
-rw-r--r--src/color_conversion.c615
-rw-r--r--src/main.cpp5
-rw-r--r--src/shader.c18
3 files changed, 524 insertions, 114 deletions
diff --git a/src/color_conversion.c b/src/color_conversion.c
index 1383019..88dc398 100644
--- a/src/color_conversion.c
+++ b/src/color_conversion.c
@@ -5,18 +5,25 @@
#include <string.h>
#include <assert.h>
-#define SHADER_INDEX_Y 0
-#define SHADER_INDEX_UV 1
-#define SHADER_INDEX_Y_EXTERNAL 2
-#define SHADER_INDEX_UV_EXTERNAL 3
-#define SHADER_INDEX_RGB 4
-#define SHADER_INDEX_RGB_EXTERNAL 5
-#define SHADER_INDEX_Y_BLEND 6
-#define SHADER_INDEX_UV_BLEND 7
-#define SHADER_INDEX_Y_EXTERNAL_BLEND 8
-#define SHADER_INDEX_UV_EXTERNAL_BLEND 9
-#define SHADER_INDEX_RGB_BLEND 10
-#define SHADER_INDEX_RGB_EXTERNAL_BLEND 11
+#define COMPUTE_SHADER_INDEX_Y 0
+#define COMPUTE_SHADER_INDEX_UV 1
+#define COMPUTE_SHADER_INDEX_Y_EXTERNAL 2
+#define COMPUTE_SHADER_INDEX_UV_EXTERNAL 3
+#define COMPUTE_SHADER_INDEX_RGB 4
+#define COMPUTE_SHADER_INDEX_RGB_EXTERNAL 5
+#define COMPUTE_SHADER_INDEX_Y_BLEND 6
+#define COMPUTE_SHADER_INDEX_UV_BLEND 7
+#define COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND 8
+#define COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND 9
+#define COMPUTE_SHADER_INDEX_RGB_BLEND 10
+#define COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND 11
+
+#define GRAPHICS_SHADER_INDEX_Y 0
+#define GRAPHICS_SHADER_INDEX_UV 1
+#define GRAPHICS_SHADER_INDEX_Y_EXTERNAL 2
+#define GRAPHICS_SHADER_INDEX_UV_EXTERNAL 3
+#define GRAPHICS_SHADER_INDEX_RGB 4
+#define GRAPHICS_SHADER_INDEX_RGB_EXTERNAL 5
/* https://en.wikipedia.org/wiki/YCbCr, see study/color_space_transform_matrix.png */
@@ -96,7 +103,7 @@ static void get_compute_shader_header(char *header, size_t header_size, bool ext
}
}
-static int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) {
+static int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) {
const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
char header[512];
@@ -138,7 +145,7 @@ static int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uni
return 0;
}
-static int load_compute_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) {
+static int load_compute_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) {
const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
char header[512];
@@ -180,7 +187,7 @@ static int load_compute_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_un
return 0;
}
-static int load_compute_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, int max_local_size_dim, bool external_texture, bool alpha_blending) {
+static int load_compute_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, bool external_texture, bool alpha_blending) {
char header[512];
get_compute_shader_header(header, sizeof(header), external_texture);
@@ -217,6 +224,190 @@ static int load_compute_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_u
return 0;
}
+static int load_graphics_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) {
+ const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
+
+ char vertex_shader[2048];
+ snprintf(vertex_shader, sizeof(vertex_shader),
+ "#version 300 es \n"
+ "in vec2 pos; \n"
+ "in vec2 texcoords; \n"
+ "out vec2 texcoords_out; \n"
+ "uniform vec2 offset; \n"
+ "uniform float rotation; \n"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
+ " gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
+ "} \n");
+
+ const char *main_code =
+ main_code =
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
+ " FragColor.w = pixel.a; \n";
+
+ char fragment_shader[2048];
+ if(external_texture) {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "#extension GL_OES_EGL_image_external : enable \n"
+ "#extension GL_OES_EGL_image_external_essl3 : require \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0)
+ return -1;
+
+ gsr_shader_bind_attribute_location(shader, "pos", 0);
+ gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
+static unsigned int load_graphics_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) {
+ const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
+
+ char vertex_shader[2048];
+ snprintf(vertex_shader, sizeof(vertex_shader),
+ "#version 300 es \n"
+ "in vec2 pos; \n"
+ "in vec2 texcoords; \n"
+ "out vec2 texcoords_out; \n"
+ "uniform vec2 offset; \n"
+ "uniform float rotation; \n"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
+ " gl_Position = (vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0)) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n"
+ "} \n");
+
+ const char *main_code =
+ main_code =
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n"
+ " FragColor.w = pixel.a; \n";
+
+ char fragment_shader[2048];
+ if(external_texture) {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "#extension GL_OES_EGL_image_external : enable \n"
+ "#extension GL_OES_EGL_image_external_essl3 : require \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0)
+ return -1;
+
+ gsr_shader_bind_attribute_location(shader, "pos", 0);
+ gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
+static unsigned int load_graphics_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
+ char vertex_shader[2048];
+ snprintf(vertex_shader, sizeof(vertex_shader),
+ "#version 300 es \n"
+ "in vec2 pos; \n"
+ "in vec2 texcoords; \n"
+ "out vec2 texcoords_out; \n"
+ "uniform vec2 offset; \n"
+ "uniform float rotation; \n"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
+ " gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
+ "} \n");
+
+ const char *main_code =
+ main_code =
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor = pixel; \n";
+
+ char fragment_shader[2048];
+ if(external_texture) {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "#extension GL_OES_EGL_image_external : enable \n"
+ "#extension GL_OES_EGL_image_external_essl3 : require \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 0)
+ return -1;
+
+ gsr_shader_bind_attribute_location(shader, "pos", 0);
+ gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
static int load_framebuffers(gsr_color_conversion *self) {
/* TODO: Only generate the necessary amount of framebuffers (self->params.num_destination_textures) */
const unsigned int draw_buffer = GL_COLOR_ATTACHMENT0;
@@ -266,99 +457,185 @@ static int create_vertices(gsr_color_conversion *self) {
return 0;
}
-int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params) {
- assert(params);
- assert(params->egl);
- memset(self, 0, sizeof(*self));
- self->params.egl = params->egl;
- self->params = *params;
-
- int max_compute_work_group_invocations = 256;
- self->params.egl->glGetIntegerv(GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS, &max_compute_work_group_invocations);
- self->max_local_size_dim = sqrt(max_compute_work_group_invocations);
-
- switch(params->destination_color) {
+static bool gsr_color_conversion_load_compute_shaders(gsr_color_conversion *self) {
+ switch(self->params.destination_color) {
case GSR_DESTINATION_COLOR_NV12:
case GSR_DESTINATION_COLOR_P010: {
- if(self->params.num_destination_textures != 2) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12/P010, got %d destination texture(s)\n", self->params.num_destination_textures);
- return -1;
+ if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
+ }
+
+ if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
+ return false;
}
- if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y], self->params.egl, &self->uniforms[SHADER_INDEX_Y], self->max_local_size_dim, params->destination_color, params->color_range, false, false) != 0) {
+ if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, true) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
- goto err;
+ return false;
}
- if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV], self->params.egl, &self->uniforms[SHADER_INDEX_UV], self->max_local_size_dim, params->destination_color, params->color_range, false, false) != 0) {
+ if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, true) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
- goto err;
+ return false;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB], self->max_local_size_dim, false, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
}
- if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_Y_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, false, true) != 0) {
+ if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_BLEND], self->max_local_size_dim, false, true) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
- goto err;
+ return false;
+ }
+ break;
+ }
+ }
+ return true;
+}
+
+static bool gsr_color_conversion_load_external_compute_shaders(gsr_color_conversion *self) {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_EXTERNAL], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
}
- if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_UV_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, false, true) != 0) {
+ if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_EXTERNAL], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, false) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
- goto err;
+ return false;
+ }
+
+ if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
}
- if(self->params.load_external_image_shader) {
- if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->uniforms[SHADER_INDEX_Y_EXTERNAL], self->max_local_size_dim, params->destination_color, params->color_range, true, false) != 0) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
- goto err;
- }
-
- if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->uniforms[SHADER_INDEX_UV_EXTERNAL], self->max_local_size_dim, params->destination_color, params->color_range, true, false) != 0) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
- goto err;
- }
-
- if(load_compute_shader_y(&self->shaders[SHADER_INDEX_Y_EXTERNAL_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_Y_EXTERNAL_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, true, true) != 0) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
- goto err;
- }
-
- if(load_compute_shader_uv(&self->shaders[SHADER_INDEX_UV_EXTERNAL_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_UV_EXTERNAL_BLEND], self->max_local_size_dim, params->destination_color, params->color_range, true, true) != 0) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
- goto err;
- }
+ if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
+ return false;
}
break;
}
case GSR_DESTINATION_COLOR_RGB8: {
- if(self->params.num_destination_textures != 1) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 destination textures for destination color RGB8, got %d destination texture(s)\n", self->params.num_destination_textures);
- return -1;
+ if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_EXTERNAL], self->max_local_size_dim, true, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
}
- if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB], self->params.egl, &self->uniforms[SHADER_INDEX_RGB], self->max_local_size_dim, false, false) != 0) {
+ if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND], self->max_local_size_dim, true, true) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
- goto err;
+ return false;
}
+ break;
+ }
+ }
+ return true;
+}
- if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_RGB_BLEND], self->max_local_size_dim, false, true) != 0) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
- goto err;
+static bool gsr_color_conversion_load_graphics_shaders(gsr_color_conversion *self) {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y], self->params.destination_color, self->params.color_range, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
+ return false;
}
- if(self->params.load_external_image_shader) {
- if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->uniforms[SHADER_INDEX_RGB_EXTERNAL], self->max_local_size_dim, true, false) != 0) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
- goto err;
- }
+ if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV], self->params.destination_color, self->params.color_range, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader\n");
+ return false;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB], false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
+ return false;
+ }
+ break;
+ }
+ }
+ return true;
+}
+
+static bool gsr_color_conversion_load_external_graphics_shaders(gsr_color_conversion *self) {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
+ return false;
+ }
+
+ if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader\n");
+ return false;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
+ return false;
+ }
+ break;
+ }
+ }
+ return true;
+}
+
+int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params) {
+ assert(params);
+ assert(params->egl);
+ memset(self, 0, sizeof(*self));
+ self->params.egl = params->egl;
+ self->params = *params;
+
+ int max_compute_work_group_invocations = 256;
+ self->params.egl->glGetIntegerv(GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS, &max_compute_work_group_invocations);
+ self->max_local_size_dim = sqrt(max_compute_work_group_invocations);
- if(load_compute_shader_rgb(&self->shaders[SHADER_INDEX_RGB_EXTERNAL_BLEND], self->params.egl, &self->uniforms[SHADER_INDEX_RGB_EXTERNAL_BLEND], self->max_local_size_dim, true, true) != 0) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
- goto err;
- }
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(self->params.num_destination_textures != 2) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12/P010, got %d destination texture(s)\n", self->params.num_destination_textures);
+ goto err;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(self->params.num_destination_textures != 1) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 destination textures for destination color RGB8, got %d destination texture(s)\n", self->params.num_destination_textures);
+ goto err;
}
break;
}
}
+ if(!gsr_color_conversion_load_compute_shaders(self)) {
+ self->compute_shaders_failed_to_load = true;
+ fprintf(stderr, "gsr info: failed to load one or more compute shaders, run gpu-screen-recorder with the '-gl-debug yes' option to see why. Falling back to slower graphics shader instead\n");
+ if(!gsr_color_conversion_load_graphics_shaders(self))
+ goto err;
+ }
+
+ if(self->params.load_external_image_shader) {
+ if(!gsr_color_conversion_load_external_compute_shaders(self)) {
+ self->external_compute_shaders_failed_to_load = true;
+ fprintf(stderr, "gsr info: failed to load one or more external compute shaders, run gpu-screen-recorder with the '-gl-debug yes' option to see why. Falling back to slower graphics shader instead\n");
+ if(!gsr_color_conversion_load_external_graphics_shaders(self))
+ goto err;
+ }
+ }
+
if(load_framebuffers(self) != 0)
goto err;
@@ -391,14 +668,18 @@ void gsr_color_conversion_deinit(gsr_color_conversion *self) {
self->framebuffers[i] = 0;
}
- for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_SHADERS; ++i) {
- gsr_shader_deinit(&self->shaders[i]);
+ for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_COMPUTE_SHADERS; ++i) {
+ gsr_shader_deinit(&self->compute_shaders[i]);
+ }
+
+ for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_GRAPHICS_SHADERS; ++i) {
+ gsr_shader_deinit(&self->graphics_shaders[i]);
}
self->params.egl = NULL;
}
-static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rotation_matrix[2][2], vec2i *source_position, vec2i texture_size, vec2f scale) {
+static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rotation_matrix[2][2]) {
/*
rotation_matrix[0][0] = cos(angle);
rotation_matrix[0][1] = -sin(angle);
@@ -419,8 +700,6 @@ static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rot
rotation_matrix[0][1] = -1.0f;
rotation_matrix[1][0] = 1.0f;
rotation_matrix[1][1] = 0.0f;
- source_position->x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x);
- source_position->y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y);
break;
case GSR_ROT_180:
rotation_matrix[0][0] = -1.0f;
@@ -433,8 +712,6 @@ static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rot
rotation_matrix[0][1] = 1.0f;
rotation_matrix[1][0] = -1.0f;
rotation_matrix[1][1] = 0.0f;
- source_position->x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x);
- source_position->y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y);
break;
}
}
@@ -479,33 +756,33 @@ static unsigned int color_component_get_color_format(gsr_color_component color_c
return GL_RGBA8;
}
-static int color_component_get_shader_index(gsr_color_component color_component, bool external_texture, bool alpha_blending) {
+static int color_component_get_COMPUTE_SHADER_INDEX(gsr_color_component color_component, bool external_texture, bool alpha_blending) {
switch(color_component) {
case GSR_COLOR_COMP_Y: {
if(external_texture)
- return alpha_blending ? SHADER_INDEX_Y_EXTERNAL_BLEND : SHADER_INDEX_Y_EXTERNAL;
+ return alpha_blending ? COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_Y_EXTERNAL;
else
- return alpha_blending ? SHADER_INDEX_Y_BLEND : SHADER_INDEX_Y;
+ return alpha_blending ? COMPUTE_SHADER_INDEX_Y_BLEND : COMPUTE_SHADER_INDEX_Y;
}
case GSR_COLOR_COMP_UV: {
if(external_texture)
- return alpha_blending ? SHADER_INDEX_UV_EXTERNAL_BLEND : SHADER_INDEX_UV_EXTERNAL;
+ return alpha_blending ? COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_UV_EXTERNAL;
else
- return alpha_blending ? SHADER_INDEX_UV_BLEND : SHADER_INDEX_UV;
+ return alpha_blending ? COMPUTE_SHADER_INDEX_UV_BLEND : COMPUTE_SHADER_INDEX_UV;
}
case GSR_COLOR_COMP_RGB: {
if(external_texture)
- return alpha_blending ? SHADER_INDEX_RGB_EXTERNAL_BLEND : SHADER_INDEX_RGB_EXTERNAL;
+ return alpha_blending ? COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_RGB_EXTERNAL;
else
- return alpha_blending ? SHADER_INDEX_RGB_BLEND : SHADER_INDEX_RGB;
+ return alpha_blending ? COMPUTE_SHADER_INDEX_RGB_BLEND : COMPUTE_SHADER_INDEX_RGB;
}
}
assert(false);
- return SHADER_INDEX_RGB;
+ return COMPUTE_SHADER_INDEX_RGB;
}
static void gsr_color_conversion_dispatch_compute_shader(gsr_color_conversion *self, bool external_texture, bool alpha_blending, float rotation_matrix[2][2], vec2i source_position, vec2i destination_pos, vec2i destination_size, vec2f scale, bool use_16bit_colors, gsr_color_component color_component) {
- const int shader_index = color_component_get_shader_index(color_component, external_texture, alpha_blending);
+ const int compute_shader_index = color_component_get_COMPUTE_SHADER_INDEX(color_component, external_texture, alpha_blending);
const int destination_texture_index = color_component_get_destination_texture_index(color_component);
const unsigned int color_format = color_component_get_color_format(color_component, use_16bit_colors);
@@ -513,8 +790,8 @@ static void gsr_color_conversion_dispatch_compute_shader(gsr_color_conversion *s
self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[destination_texture_index]);
self->params.egl->glActiveTexture(GL_TEXTURE0);
- gsr_color_uniforms *uniform = &self->uniforms[shader_index];
- gsr_shader_use(&self->shaders[shader_index]);
+ gsr_color_compute_uniforms *uniform = &self->compute_uniforms[compute_shader_index];
+ gsr_shader_use(&self->compute_shaders[compute_shader_index]);
self->params.egl->glUniformMatrix2fv(uniform->rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
self->params.egl->glUniform2i(uniform->source_position, source_position.x, source_position.y);
self->params.egl->glUniform2i(uniform->target_position, destination_pos.x, destination_pos.y);
@@ -525,34 +802,156 @@ static void gsr_color_conversion_dispatch_compute_shader(gsr_color_conversion *s
self->params.egl->glDispatchCompute(max_int(1, num_groups_x), max_int(1, num_groups_y), 1);
}
+static void gsr_color_conversion_draw_graphics(gsr_color_conversion *self, unsigned int texture_id, bool external_texture, float rotation_matrix[2][2], vec2i source_position, vec2i source_size, vec2i destination_pos, vec2i texture_size, vec2f scale, gsr_source_color source_color) {
+ /* TODO: Do not call this every frame? */
+ vec2i dest_texture_size = {0, 0};
+ self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[0]);
+ self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &dest_texture_size.x);
+ self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &dest_texture_size.y);
+ self->params.egl->glBindTexture(GL_TEXTURE_2D, 0);
+
+ const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
+
+ self->params.egl->glBindTexture(texture_target, texture_id);
+ gsr_color_conversion_swizzle_texture_source(self, source_color);
+
+ const vec2f pos_norm = {
+ ((float)destination_pos.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f,
+ ((float)destination_pos.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f,
+ };
+
+ const vec2f size_norm = {
+ ((float)source_size.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f * scale.x,
+ ((float)source_size.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f * scale.y,
+ };
+
+ const vec2f texture_pos_norm = {
+ (float)source_position.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x),
+ (float)source_position.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y),
+ };
+
+ const vec2f texture_size_norm = {
+ (float)source_size.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x),
+ (float)source_size.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y),
+ };
+
+ const float vertices[] = {
+ -1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y,
+ -1.0f + 0.0f, -1.0f + 0.0f, texture_pos_norm.x, texture_pos_norm.y,
+ -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y,
+
+ -1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y,
+ -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y,
+ -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y + texture_size_norm.y
+ };
+
+ self->params.egl->glBindVertexArray(self->vertex_array_object_id);
+ self->params.egl->glViewport(0, 0, dest_texture_size.x, dest_texture_size.y);
+
+ /* TODO: this, also cleanup */
+ //self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id);
+ self->params.egl->glBufferSubData(GL_ARRAY_BUFFER, 0, 24 * sizeof(float), vertices);
+
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
+ //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)
+
+ int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_Y_EXTERNAL : GRAPHICS_SHADER_INDEX_Y;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ if(self->params.num_destination_textures > 1) {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
+ //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT);
+
+ shader_index = external_texture ? GRAPHICS_SHADER_INDEX_UV_EXTERNAL : GRAPHICS_SHADER_INDEX_UV;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
+ //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)
+
+ const int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_RGB_EXTERNAL : GRAPHICS_SHADER_INDEX_RGB;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+ break;
+ }
+ }
+
+ self->params.egl->glBindVertexArray(0);
+ self->params.egl->glUseProgram(0);
+ gsr_color_conversion_swizzle_reset(self, source_color);
+ self->params.egl->glBindTexture(texture_target, 0);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_id, vec2i destination_pos, vec2i destination_size, vec2i source_pos, vec2i source_size, vec2i texture_size, gsr_rotation rotation, gsr_source_color source_color, bool external_texture, bool alpha_blending) {
+ assert(!external_texture || self->params.load_external_image_shader);
+ if(external_texture && !self->params.load_external_image_shader) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_draw: external texture not loaded\n");
+ return;
+ }
+
vec2f scale = {0.0f, 0.0f};
if(source_size.x > 0 && source_size.y > 0)
scale = (vec2f){ (double)destination_size.x/(double)source_size.x, (double)destination_size.y/(double)source_size.y };
vec2i source_position = {0, 0};
float rotation_matrix[2][2] = {{0, 0}, {0, 0}};
- gsr_color_conversion_apply_rotation(rotation, rotation_matrix, &source_position, texture_size, scale);
-
- source_position.x -= (source_pos.x * scale.x + 0.5);
- source_position.y -= (source_pos.y * scale.y + 0.5);
+ gsr_color_conversion_apply_rotation(rotation, rotation_matrix);
const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
self->params.egl->glBindTexture(texture_target, texture_id);
gsr_color_conversion_swizzle_texture_source(self, source_color);
- switch(self->params.destination_color) {
- case GSR_DESTINATION_COLOR_NV12:
- case GSR_DESTINATION_COLOR_P010: {
- const bool use_16bit_colors = self->params.destination_color == GSR_DESTINATION_COLOR_P010;
- gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, use_16bit_colors, GSR_COLOR_COMP_Y);
- gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, (vec2i){source_position.x/2, source_position.y/2},
- (vec2i){destination_pos.x/2, destination_pos.y/2}, (vec2i){destination_size.x/2, destination_size.y/2}, scale, use_16bit_colors, GSR_COLOR_COMP_UV);
- break;
+ const bool use_graphics_shader = external_texture ? self->external_compute_shaders_failed_to_load : self->compute_shaders_failed_to_load;
+ if(use_graphics_shader) {
+ source_position.x += source_pos.x;
+ source_position.y += source_pos.y;
+ gsr_color_conversion_draw_graphics(self, texture_id, external_texture, rotation_matrix, source_position, source_size, destination_pos, texture_size, scale, source_color);
+ // TODO: Is glFlush and glFinish needed here for graphics garbage?
+ } else {
+ switch(rotation) {
+ case GSR_ROT_0:
+ break;
+ case GSR_ROT_90:
+ source_position.x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x);
+ source_position.y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y);
+ break;
+ case GSR_ROT_180:
+ break;
+ case GSR_ROT_270:
+ source_position.x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x);
+ source_position.y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y);
+ break;
}
- case GSR_DESTINATION_COLOR_RGB8: {
- gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, false, GSR_COLOR_COMP_RGB);
- break;
+ source_position.x -= (source_pos.x * scale.x + 0.5);
+ source_position.y -= (source_pos.y * scale.y + 0.5);
+
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ const bool use_16bit_colors = self->params.destination_color == GSR_DESTINATION_COLOR_P010;
+ gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, use_16bit_colors, GSR_COLOR_COMP_Y);
+ gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, (vec2i){source_position.x/2, source_position.y/2},
+ (vec2i){destination_pos.x/2, destination_pos.y/2}, (vec2i){destination_size.x/2, destination_size.y/2}, scale, use_16bit_colors, GSR_COLOR_COMP_UV);
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, false, GSR_COLOR_COMP_RGB);
+ break;
+ }
}
}
diff --git a/src/main.cpp b/src/main.cpp
index 6b3683a..b5f95db 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -3706,6 +3706,11 @@ int main(int argc, char **argv) {
_exit(1);
}
+ gsr_shader_enable_debug_output(gl_debug);
+#ifndef NDEBUG
+ gsr_shader_enable_debug_output(true);
+#endif
+
if(egl.gpu_info.is_steam_deck) {
fprintf(stderr, "gsr warning: steam deck has multiple driver issues. One of them has been reported here: https://github.com/ValveSoftware/SteamOS/issues/1609\n"
"If you have issues with GPU Screen Recorder on steam deck that you don't have on a desktop computer then report the issue to Valve and/or AMD.\n");
diff --git a/src/shader.c b/src/shader.c
index b9fbb62..9b6de6b 100644
--- a/src/shader.c
+++ b/src/shader.c
@@ -3,14 +3,16 @@
#include <stdio.h>
#include <assert.h>
+static bool print_compile_errors = false;
+
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) {
+static unsigned int load_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());
+ fprintf(stderr, "gsr error: load_shader: failed to create shader, error: %d\n", egl->glGetError());
return 0;
}
@@ -23,7 +25,7 @@ static unsigned int loader_shader(gsr_egl *egl, unsigned int type, const char *s
int info_length = 0;
egl->glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_length);
- if(info_length > 1) {
+ if(info_length > 1 && print_compile_errors) {
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\nshader source:\n%s\n", info_log, source);
@@ -45,19 +47,19 @@ static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const
bool success = false;
if(vertex_shader) {
- vertex_shader_id = loader_shader(egl, GL_VERTEX_SHADER, vertex_shader);
+ vertex_shader_id = load_shader(egl, GL_VERTEX_SHADER, vertex_shader);
if(vertex_shader_id == 0)
goto done;
}
if(fragment_shader) {
- fragment_shader_id = loader_shader(egl, GL_FRAGMENT_SHADER, fragment_shader);
+ fragment_shader_id = load_shader(egl, GL_FRAGMENT_SHADER, fragment_shader);
if(fragment_shader_id == 0)
goto done;
}
if(compute_shader) {
- compute_shader_id = loader_shader(egl, GL_COMPUTE_SHADER, compute_shader);
+ compute_shader_id = load_shader(egl, GL_COMPUTE_SHADER, compute_shader);
if(compute_shader_id == 0)
goto done;
}
@@ -151,3 +153,7 @@ void gsr_shader_use(gsr_shader *self) {
void gsr_shader_use_none(gsr_shader *self) {
self->egl->glUseProgram(0);
}
+
+void gsr_shader_enable_debug_output(bool enable) {
+ print_compile_errors = enable;
+}