Hash :
461b09a8
Author :
Date :
2018-04-23T09:02:09
GLES1: Renderer (minimal) This is the renderer code for GLES1 that delivers basic vertex attributes, matrices, and allows texturing for unit 0 only (more units mean implementing the multitexturing pipeline). + Sample + Update test expectations for GLES1 conformance tests BUG=angleproject:2554 BUG=angleproject:2306 Change-Id: I398edc764f982fbfc4c5e0f9d6bfef1e91aec47c Reviewed-on: https://chromium-review.googlesource.com/1057356 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Lingfeng Yang <lfy@google.com>
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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// GLES1Shaders.inc: Defines GLES1 emulation shader.
constexpr char kGLES1DrawVShader[] = R"(#version 300 es
precision highp float;
#define kMaxTexUnits 4
in vec4 pos;
in vec3 normal;
in vec4 color;
in float pointsize;
in vec4 texcoord0;
in vec4 texcoord1;
in vec4 texcoord2;
in vec4 texcoord3;
uniform mat4 projection;
uniform mat4 modelview;
uniform mat4 modelview_invtr;
uniform mat4 texture_matrix[4];
out vec4 pos_varying;
out vec3 normal_varying;
out vec4 color_varying;
flat out vec4 color_varying_flat;
out float pointsize_varying;
out vec4 texcoord0_varying;
out vec4 texcoord1_varying;
out vec4 texcoord2_varying;
out vec4 texcoord3_varying;
void main()
{
pos_varying = modelview * pos;
mat3 mvInvTr3 = mat3(modelview_invtr);
normal_varying = mvInvTr3 * normal;
color_varying = color;
color_varying_flat = color;
pointsize_varying = pointsize;
texcoord0_varying = texture_matrix[0] * texcoord0;
texcoord1_varying = texture_matrix[1] * texcoord1;
texcoord2_varying = texture_matrix[2] * texcoord2;
texcoord3_varying = texture_matrix[3] * texcoord3;
vec4 vertexPos = projection * modelview * pos;
gl_Position = vertexPos;
}
)";
// version, flat,
constexpr char kGLES1DrawFShaderHeader[] = R"(#version 300 es
precision highp float;
// Defines for GL constants
#define kMaxLights 8
#define kMaxTexUnits 4
#define kModulate 0x2100
#define kDecal 0x2101
#define kCombine 0x8570
#define kReplace 0x1E01
#define kBlend 0x0BE2
#define kAdd 0x0104
#define kAddSigned 0x8574
#define kInterpolate 0x8575
#define kSubtract 0x84E7
#define kDot3Rgb 0x86AE
#define kDot3Rgba 0x86AF
#define kAlpha 0x1906
#define kRGB 0x1907
#define kRGBA 0x1908
#define kLuminance 0x1909
#define kLuminanceAlpha 0x190A
#define kTexture 0x1702
#define kConstant 0x8576
#define kPrimaryColor 0x8577
#define kPrevious 0x8578
#define kSrcColor 0x0300
#define kOneMinusSrcColor 0x0301
#define kSrcAlpha 0x0302
#define kOneMinusSrcAlpha 0x0303
#define kLinear 0x2601
#define kExp 0x0800
#define kExp2 0x0801
#define kNever 0x0200
#define kLess 0x0201
#define kEqual 0x0202
#define kLequal 0x0203
#define kGreater 0x0204
#define kNotequal 0x0205
#define kGequal 0x0206
#define kAlways 0x0207
#define kZero 0x0
#define kOne 0x1
#define kClear 0x1500
#define kAnd 0x1501
#define kAnd_reverse 0x1502
#define kCopy 0x1503
#define kAnd_inverted 0x1504
#define kNoop 0x1505
#define kXor 0x1506
#define kOr 0x1507
#define kNor 0x1508
#define kEquiv 0x1509
#define kInvert 0x150A
#define kOr_reverse 0x150B
#define kCopy_inverted 0x150C
#define kOr_inverted 0x150D
#define kNand 0x150E
#define kSet 0x150F)";
constexpr char kGLES1DrawFShaderUniformDefs[] = R"(
// Texture units ///////////////////////////////////////////////////////////////
uniform bool enable_texture_2d[kMaxTexUnits];
uniform bool enable_texture_cube_map[kMaxTexUnits];
// These are not arrays because hw support for arrays
// of samplers is rather lacking.
uniform sampler2D tex_sampler0;
uniform samplerCube tex_cube_sampler0;
uniform sampler2D tex_sampler1;
uniform samplerCube tex_cube_sampler1;
uniform sampler2D tex_sampler2;
uniform samplerCube tex_cube_sampler2;
uniform sampler2D tex_sampler3;
uniform samplerCube tex_cube_sampler3;
// Global enables, alpha func, logic op ////////////////////////////////////////
uniform bool shade_model_flat;
// Vertex attributes////////////////////////////////////////////////////////////
in vec4 pos_varying;
in vec3 normal_varying;
in vec4 color_varying;
flat in vec4 color_varying_flat;
in float pointsize_varying;
in vec4 texcoord0_varying;
in vec4 texcoord1_varying;
in vec4 texcoord2_varying;
in vec4 texcoord3_varying;
// Outgoing fragment////////////////////////////////////////////////////////////
out vec4 frag_color;
)";
constexpr char kGLES1DrawFShaderFunctions[] = R"(
bool isTextureUnitEnabled(int unit)
{
return enable_texture_2d[unit] || enable_texture_cube_map[unit];
}
vec4 getTextureColor(int unit)
{
vec4 res;
switch (unit)
{
case 0:
if (enable_texture_2d[0])
{
res = texture(tex_sampler0, texcoord0_varying.xy);
}
else if (enable_texture_cube_map[0])
{
res = texture(tex_cube_sampler0, texcoord0_varying.xyz);
}
break;
case 1:
if (enable_texture_2d[1])
{
res = texture(tex_sampler1, texcoord1_varying.xy);
}
else if (enable_texture_cube_map[1])
{
res = texture(tex_cube_sampler1, texcoord1_varying.xyz);
}
break;
case 2:
if (enable_texture_2d[2])
{
res = texture(tex_sampler2, texcoord2_varying.xy);
}
else if (enable_texture_cube_map[2])
{
res = texture(tex_cube_sampler2, texcoord2_varying.xyz);
}
break;
case 3:
if (enable_texture_2d[3])
{
res = texture(tex_sampler3, texcoord3_varying.xy);
}
else if (enable_texture_cube_map[3])
{
// TODO: Weird stuff happens
// res = texture(tex_cube_sampler3, texcoord3_varying.xyz);
}
break;
default:
break;
}
return res;
}
vec4 getColor(int unit, vec4 vertexColor)
{
if (!isTextureUnitEnabled(unit))
{
return vertexColor;
}
return getTextureColor(unit);
}
)";
constexpr char kGLES1DrawFShaderMain[] = R"(
void main()
{
vec4 currentFragment;
vec4 vertex_color;
if (shade_model_flat)
{
vertex_color = color_varying_flat;
}
else
{
vertex_color = color_varying;
}
// Unit 0 only for now
currentFragment = getColor(0, vertex_color);
frag_color = currentFragment;
}
)";