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https://github.com/gnif/LookingGlass.git
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[client] egl: remove no longer used yuv shader
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parent
323aab8ec2
commit
c40a81ddf4
@ -16,7 +16,6 @@ make_object(
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EGL_SHADER
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EGL_SHADER
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shader/desktop.vert
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shader/desktop.vert
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shader/desktop_rgb.frag
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shader/desktop_rgb.frag
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shader/desktop_yuv.frag
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shader/cursor.vert
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shader/cursor.vert
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shader/cursor_rgb.frag
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shader/cursor_rgb.frag
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shader/cursor_mono.frag
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shader/cursor_mono.frag
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@ -126,15 +126,6 @@ bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display)
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return false;
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return false;
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}
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}
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if (!egl_init_desktop_shader(
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&(*desktop)->shader_yuv,
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b_shader_desktop_vert , b_shader_desktop_vert_size,
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b_shader_desktop_yuv_frag, b_shader_desktop_yuv_frag_size))
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{
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DEBUG_ERROR("Failed to initialize the yuv desktop shader");
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return false;
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}
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if (!egl_model_init(&(*desktop)->model))
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if (!egl_model_init(&(*desktop)->model))
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{
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{
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DEBUG_ERROR("Failed to initialize the desktop model");
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DEBUG_ERROR("Failed to initialize the desktop model");
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@ -172,7 +163,6 @@ void egl_desktop_free(EGL_Desktop ** desktop)
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egl_texture_free(&(*desktop)->texture );
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egl_texture_free(&(*desktop)->texture );
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egl_shader_free (&(*desktop)->shader_generic.shader);
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egl_shader_free (&(*desktop)->shader_generic.shader);
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egl_shader_free (&(*desktop)->shader_yuv.shader );
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egl_model_free (&(*desktop)->model );
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egl_model_free (&(*desktop)->model );
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app_release_keybind(&(*desktop)->kbNV);
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app_release_keybind(&(*desktop)->kbNV);
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@ -206,11 +196,6 @@ bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format, bo
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desktop->shader = &desktop->shader_generic;
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desktop->shader = &desktop->shader_generic;
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break;
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break;
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case FRAME_TYPE_YUV420:
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pixFmt = EGL_PF_YUV420;
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desktop->shader = &desktop->shader_yuv;
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break;
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default:
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default:
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DEBUG_ERROR("Unsupported frame format");
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DEBUG_ERROR("Unsupported frame format");
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return false;
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return false;
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@ -1,53 +0,0 @@
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#version 300 es
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in highp vec2 uv;
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out highp vec4 color;
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uniform int nearest;
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uniform highp vec2 size;
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uniform int nv;
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uniform highp float nvGain;
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uniform sampler2D sampler1;
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uniform sampler2D sampler2;
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uniform sampler2D sampler3;
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void main()
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{
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highp vec4 yuv;
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if(nearest == 1)
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{
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yuv = vec4(
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texture(sampler1, uv).r,
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texture(sampler2, uv).r,
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texture(sampler3, uv).r,
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1.0
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);
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}
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else
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{
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highp ivec2 px = ivec2(uv * size);
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yuv = vec4(
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texelFetch(sampler1, px, 0).r,
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texelFetch(sampler2, px, 0).r,
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texelFetch(sampler3, px, 0).r,
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1.0
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);
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}
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highp mat4 yuv_to_rgb = mat4(
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1.0, 0.0 , 1.402, -0.701,
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1.0, -0.344, -0.714, 0.529,
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1.0, 1.772, 0.0 , -0.886,
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1.0, 1.0 , 1.0 , 1.0
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);
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color = yuv * yuv_to_rgb;
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if (nv == 1)
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{
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highp float lumi = 1.0 - (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
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color *= 1.0 + lumi;
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color *= nvGain;
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}
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}
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