diff options
| -rw-r--r-- | meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch | 623 | ||||
| -rw-r--r-- | meta/recipes-graphics/mesa/mesa-demos_8.1.0.bb | 3 |
2 files changed, 625 insertions, 1 deletions
diff --git a/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch b/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch new file mode 100644 index 0000000000..c7851035a8 --- /dev/null +++ b/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch | |||
| @@ -0,0 +1,623 @@ | |||
| 1 | From 87f9a62329d7c5f4d351fbb63a41f2a1935fb2f1 Mon Sep 17 00:00:00 2001 | ||
| 2 | From: Drew Moseley <drew_moseley@mentor.com> | ||
| 3 | Date: Mon, 12 May 2014 15:22:32 -0400 | ||
| 4 | Subject: [PATCH] mesa-demos: Add missing data files. | ||
| 5 | |||
| 6 | Add some data files that are present in the git repository: | ||
| 7 | http://cgit.freedesktop.org/mesa/demos/tree/?id=mesa-demos-8.1.0 | ||
| 8 | but not in the release tarball | ||
| 9 | ftp://ftp.freedesktop.org/pub/mesa/demos/8.1.0/mesa-demos-8.1.0.tar.bz2 | ||
| 10 | |||
| 11 | Upstream-Status: Backport | ||
| 12 | Signed-off-by: Drew Moseley <drew_moseley@mentor.com> | ||
| 13 | --- | ||
| 14 | src/fpglsl/depth-read.glsl | 4 + | ||
| 15 | src/fpglsl/infinite-loop.glsl | 7 + | ||
| 16 | src/glsl/CH11-bumpmaptex.frag | 47 +++++++ | ||
| 17 | src/glsl/blinking-teapot.frag | 31 +++++ | ||
| 18 | src/glsl/blinking-teapot.vert | 16 +++ | ||
| 19 | src/glsl/convolution.frag | 21 +++ | ||
| 20 | src/glsl/simplex-noise.glsl | 279 +++++++++++++++++++++++++++++++++++++++ | ||
| 21 | src/glsl/skinning.vert | 24 ++++ | ||
| 22 | src/perf/glslstateschange1.frag | 19 +++ | ||
| 23 | src/perf/glslstateschange1.vert | 14 ++ | ||
| 24 | src/perf/glslstateschange2.frag | 17 +++ | ||
| 25 | src/perf/glslstateschange2.vert | 14 ++ | ||
| 26 | src/vpglsl/infinite-loop.glsl | 8 ++ | ||
| 27 | 13 files changed, 501 insertions(+) | ||
| 28 | create mode 100644 src/fpglsl/depth-read.glsl | ||
| 29 | create mode 100644 src/fpglsl/infinite-loop.glsl | ||
| 30 | create mode 100644 src/glsl/CH11-bumpmaptex.frag | ||
| 31 | create mode 100644 src/glsl/blinking-teapot.frag | ||
| 32 | create mode 100644 src/glsl/blinking-teapot.vert | ||
| 33 | create mode 100644 src/glsl/convolution.frag | ||
| 34 | create mode 100644 src/glsl/simplex-noise.glsl | ||
| 35 | create mode 100644 src/glsl/skinning.vert | ||
| 36 | create mode 100644 src/perf/glslstateschange1.frag | ||
| 37 | create mode 100644 src/perf/glslstateschange1.vert | ||
| 38 | create mode 100644 src/perf/glslstateschange2.frag | ||
| 39 | create mode 100644 src/perf/glslstateschange2.vert | ||
| 40 | create mode 100644 src/vpglsl/infinite-loop.glsl | ||
| 41 | |||
| 42 | diff --git a/src/fpglsl/depth-read.glsl b/src/fpglsl/depth-read.glsl | ||
| 43 | new file mode 100644 | ||
| 44 | index 0000000..86d298e | ||
| 45 | --- /dev/null | ||
| 46 | +++ b/src/fpglsl/depth-read.glsl | ||
| 47 | @@ -0,0 +1,4 @@ | ||
| 48 | +void main() | ||
| 49 | +{ | ||
| 50 | + gl_FragColor = gl_FragCoord.zzzz; | ||
| 51 | +} | ||
| 52 | diff --git a/src/fpglsl/infinite-loop.glsl b/src/fpglsl/infinite-loop.glsl | ||
| 53 | new file mode 100644 | ||
| 54 | index 0000000..c6dc6ee | ||
| 55 | --- /dev/null | ||
| 56 | +++ b/src/fpglsl/infinite-loop.glsl | ||
| 57 | @@ -0,0 +1,7 @@ | ||
| 58 | +void main() { | ||
| 59 | + vec4 sum = vec4(0); | ||
| 60 | + for (int i = 1; i != 2; i += 2) { | ||
| 61 | + sum += vec4(0.1, 0.1, 0.1, 0.1); | ||
| 62 | + } | ||
| 63 | + gl_FragColor = sum; | ||
| 64 | +} | ||
| 65 | diff --git a/src/glsl/CH11-bumpmaptex.frag b/src/glsl/CH11-bumpmaptex.frag | ||
| 66 | new file mode 100644 | ||
| 67 | index 0000000..b5dabb4 | ||
| 68 | --- /dev/null | ||
| 69 | +++ b/src/glsl/CH11-bumpmaptex.frag | ||
| 70 | @@ -0,0 +1,47 @@ | ||
| 71 | +// | ||
| 72 | +// Fragment shader for procedural bumps | ||
| 73 | +// | ||
| 74 | +// Authors: John Kessenich, Randi Rost | ||
| 75 | +// | ||
| 76 | +// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. | ||
| 77 | +// | ||
| 78 | +// See 3Dlabs-License.txt for license information | ||
| 79 | +// | ||
| 80 | +// Texture mapping/modulation added by Brian Paul | ||
| 81 | +// | ||
| 82 | + | ||
| 83 | +varying vec3 LightDir; | ||
| 84 | +varying vec3 EyeDir; | ||
| 85 | + | ||
| 86 | +uniform float BumpDensity; // = 16.0 | ||
| 87 | +uniform float BumpSize; // = 0.15 | ||
| 88 | +uniform float SpecularFactor; // = 0.5 | ||
| 89 | + | ||
| 90 | +uniform sampler2D Tex; | ||
| 91 | + | ||
| 92 | +void main() | ||
| 93 | +{ | ||
| 94 | + vec3 ambient = vec3(0.25); | ||
| 95 | + vec3 litColor; | ||
| 96 | + vec2 c = BumpDensity * gl_TexCoord[0].st; | ||
| 97 | + vec2 p = fract(c) - vec2(0.5); | ||
| 98 | + | ||
| 99 | + float d, f; | ||
| 100 | + d = p.x * p.x + p.y * p.y; | ||
| 101 | + f = inversesqrt(d + 1.0); | ||
| 102 | + | ||
| 103 | + if (d >= BumpSize) | ||
| 104 | + { p = vec2(0.0); f = 1.0; } | ||
| 105 | + | ||
| 106 | + vec3 SurfaceColor = texture2D(Tex, gl_TexCoord[0].st).xyz; | ||
| 107 | + | ||
| 108 | + vec3 normDelta = vec3(p.x, p.y, 1.0) * f; | ||
| 109 | + litColor = SurfaceColor * (ambient + max(dot(normDelta, LightDir), 0.0)); | ||
| 110 | + vec3 reflectDir = reflect(LightDir, normDelta); | ||
| 111 | + | ||
| 112 | + float spec = max(dot(EyeDir, reflectDir), 0.0); | ||
| 113 | + spec *= SpecularFactor; | ||
| 114 | + litColor = min(litColor + spec, vec3(1.0)); | ||
| 115 | + | ||
| 116 | + gl_FragColor = vec4(litColor, 1.0); | ||
| 117 | +} | ||
| 118 | diff --git a/src/glsl/blinking-teapot.frag b/src/glsl/blinking-teapot.frag | ||
| 119 | new file mode 100644 | ||
| 120 | index 0000000..0db060b | ||
| 121 | --- /dev/null | ||
| 122 | +++ b/src/glsl/blinking-teapot.frag | ||
| 123 | @@ -0,0 +1,31 @@ | ||
| 124 | +#extension GL_ARB_uniform_buffer_object : enable | ||
| 125 | + | ||
| 126 | +layout(std140) uniform colors0 | ||
| 127 | +{ | ||
| 128 | + float DiffuseCool; | ||
| 129 | + float DiffuseWarm; | ||
| 130 | + vec3 SurfaceColor; | ||
| 131 | + vec3 WarmColor; | ||
| 132 | + vec3 CoolColor; | ||
| 133 | + vec4 some[8]; | ||
| 134 | +}; | ||
| 135 | + | ||
| 136 | +varying float NdotL; | ||
| 137 | +varying vec3 ReflectVec; | ||
| 138 | +varying vec3 ViewVec; | ||
| 139 | + | ||
| 140 | +void main (void) | ||
| 141 | +{ | ||
| 142 | + | ||
| 143 | + vec3 kcool = min(CoolColor + DiffuseCool * SurfaceColor, 1.0); | ||
| 144 | + vec3 kwarm = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0); | ||
| 145 | + vec3 kfinal = mix(kcool, kwarm, NdotL); | ||
| 146 | + | ||
| 147 | + vec3 nreflect = normalize(ReflectVec); | ||
| 148 | + vec3 nview = normalize(ViewVec); | ||
| 149 | + | ||
| 150 | + float spec = max(dot(nreflect, nview), 0.0); | ||
| 151 | + spec = pow(spec, 32.0); | ||
| 152 | + | ||
| 153 | + gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0); | ||
| 154 | +} | ||
| 155 | diff --git a/src/glsl/blinking-teapot.vert b/src/glsl/blinking-teapot.vert | ||
| 156 | new file mode 100644 | ||
| 157 | index 0000000..397d733 | ||
| 158 | --- /dev/null | ||
| 159 | +++ b/src/glsl/blinking-teapot.vert | ||
| 160 | @@ -0,0 +1,16 @@ | ||
| 161 | +vec3 LightPosition = vec3(0.0, 10.0, 4.0); | ||
| 162 | + | ||
| 163 | +varying float NdotL; | ||
| 164 | +varying vec3 ReflectVec; | ||
| 165 | +varying vec3 ViewVec; | ||
| 166 | + | ||
| 167 | +void main(void) | ||
| 168 | +{ | ||
| 169 | + vec3 ecPos = vec3 (gl_ModelViewMatrix * gl_Vertex); | ||
| 170 | + vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); | ||
| 171 | + vec3 lightVec = normalize(LightPosition - ecPos); | ||
| 172 | + ReflectVec = normalize(reflect(-lightVec, tnorm)); | ||
| 173 | + ViewVec = normalize(-ecPos); | ||
| 174 | + NdotL = (dot(lightVec, tnorm) + 1.0) * 0.5; | ||
| 175 | + gl_Position = ftransform(); | ||
| 176 | +} | ||
| 177 | diff --git a/src/glsl/convolution.frag b/src/glsl/convolution.frag | ||
| 178 | new file mode 100644 | ||
| 179 | index 0000000..e49b8ac | ||
| 180 | --- /dev/null | ||
| 181 | +++ b/src/glsl/convolution.frag | ||
| 182 | @@ -0,0 +1,21 @@ | ||
| 183 | + | ||
| 184 | +const int KernelSize = 9; | ||
| 185 | + | ||
| 186 | +//texture offsets | ||
| 187 | +uniform vec2 Offset[KernelSize]; | ||
| 188 | +//convolution kernel | ||
| 189 | +uniform vec4 KernelValue[KernelSize]; | ||
| 190 | +uniform sampler2D srcTex; | ||
| 191 | +uniform vec4 ScaleFactor; | ||
| 192 | +uniform vec4 BaseColor; | ||
| 193 | + | ||
| 194 | +void main(void) | ||
| 195 | +{ | ||
| 196 | + int i; | ||
| 197 | + vec4 sum = vec4(0.0); | ||
| 198 | + for (i = 0; i < KernelSize; ++i) { | ||
| 199 | + vec4 tmp = texture2D(srcTex, gl_TexCoord[0].st + Offset[i]); | ||
| 200 | + sum += tmp * KernelValue[i]; | ||
| 201 | + } | ||
| 202 | + gl_FragColor = sum * ScaleFactor + BaseColor; | ||
| 203 | +} | ||
| 204 | diff --git a/src/glsl/simplex-noise.glsl b/src/glsl/simplex-noise.glsl | ||
| 205 | new file mode 100644 | ||
| 206 | index 0000000..b6833cb | ||
| 207 | --- /dev/null | ||
| 208 | +++ b/src/glsl/simplex-noise.glsl | ||
| 209 | @@ -0,0 +1,279 @@ | ||
| 210 | +// | ||
| 211 | +// Description : Array and textureless GLSL 2D/3D/4D simplex | ||
| 212 | +// noise functions. | ||
| 213 | +// Author : Ian McEwan, Ashima Arts. | ||
| 214 | +// Maintainer : ijm | ||
| 215 | +// Lastmod : 20110223 | ||
| 216 | +// License : Copyright (C) 2011 Ashima Arts. All rights reserved. | ||
| 217 | +// Distributed under the Artistic License 2.0; See LICENCE file. | ||
| 218 | +// | ||
| 219 | + | ||
| 220 | +#define NORMALIZE_GRADIENTS | ||
| 221 | +#undef USE_CIRCLE | ||
| 222 | +#define COLLAPSE_SORTNET | ||
| 223 | + | ||
| 224 | +float permute(float x0,vec3 p) { | ||
| 225 | + float x1 = mod(x0 * p.y, p.x); | ||
| 226 | + return floor( mod( (x1 + p.z) *x0, p.x )); | ||
| 227 | + } | ||
| 228 | +vec2 permute(vec2 x0,vec3 p) { | ||
| 229 | + vec2 x1 = mod(x0 * p.y, p.x); | ||
| 230 | + return floor( mod( (x1 + p.z) *x0, p.x )); | ||
| 231 | + } | ||
| 232 | +vec3 permute(vec3 x0,vec3 p) { | ||
| 233 | + vec3 x1 = mod(x0 * p.y, p.x); | ||
| 234 | + return floor( mod( (x1 + p.z) *x0, p.x )); | ||
| 235 | + } | ||
| 236 | +vec4 permute(vec4 x0,vec3 p) { | ||
| 237 | + vec4 x1 = mod(x0 * p.y, p.x); | ||
| 238 | + return floor( mod( (x1 + p.z) *x0, p.x )); | ||
| 239 | + } | ||
| 240 | + | ||
| 241 | +uniform vec4 pParam; | ||
| 242 | +// Example | ||
| 243 | +// const vec4 pParam = vec4( 17.* 17., 34., 1., 7.); | ||
| 244 | + | ||
| 245 | +float taylorInvSqrt(float r) | ||
| 246 | + { | ||
| 247 | + return ( 0.83666002653408 + 0.7*0.85373472095314 - 0.85373472095314 * r ); | ||
| 248 | + } | ||
| 249 | + | ||
| 250 | +float simplexNoise2(vec2 v) | ||
| 251 | + { | ||
| 252 | + const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.; | ||
| 253 | + 0.366025403784438597); // 0.5*(sqrt(3.0)-1.); | ||
| 254 | + const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312; | ||
| 255 | +// First corner | ||
| 256 | + vec2 i = floor(v + dot(v, C.yy) ); | ||
| 257 | + vec2 x0 = v - i + dot(i, C.xx); | ||
| 258 | + | ||
| 259 | +// Other corners | ||
| 260 | + vec2 i1 = (x0.x > x0.y) ? vec2(1.,0.) : vec2(0.,1.) ; | ||
| 261 | + | ||
| 262 | + // x0 = x0 - 0. + 0. * C | ||
| 263 | + vec2 x1 = x0 - i1 + 1. * C.xx ; | ||
| 264 | + vec2 x2 = x0 - 1. + 2. * C.xx ; | ||
| 265 | + | ||
| 266 | +// Permutations | ||
| 267 | + i = mod(i, pParam.x); | ||
| 268 | + vec3 p = permute( permute( | ||
| 269 | + i.y + vec3(0., i1.y, 1. ), pParam.xyz) | ||
| 270 | + + i.x + vec3(0., i1.x, 1. ), pParam.xyz); | ||
| 271 | + | ||
| 272 | +#ifndef USE_CIRCLE | ||
| 273 | +// ( N points uniformly over a line, mapped onto a diamond.) | ||
| 274 | + vec3 x = fract(p / pParam.w) ; | ||
| 275 | + vec3 h = 0.5 - abs(x) ; | ||
| 276 | + | ||
| 277 | + vec3 sx = vec3(lessThan(x,D.xxx)) *2. -1.; | ||
| 278 | + vec3 sh = vec3(lessThan(h,D.xxx)); | ||
| 279 | + | ||
| 280 | + vec3 a0 = x + sx*sh; | ||
| 281 | + vec2 p0 = vec2(a0.x,h.x); | ||
| 282 | + vec2 p1 = vec2(a0.y,h.y); | ||
| 283 | + vec2 p2 = vec2(a0.z,h.z); | ||
| 284 | + | ||
| 285 | +#ifdef NORMALISE_GRADIENTS | ||
| 286 | + p0 *= taylorInvSqrt(dot(p0,p0)); | ||
| 287 | + p1 *= taylorInvSqrt(dot(p1,p1)); | ||
| 288 | + p2 *= taylorInvSqrt(dot(p2,p2)); | ||
| 289 | +#endif | ||
| 290 | + | ||
| 291 | + vec3 g = 2.0 * vec3( dot(p0, x0), dot(p1, x1), dot(p2, x2) ); | ||
| 292 | +#else | ||
| 293 | +// N points around a unit circle. | ||
| 294 | + vec3 phi = D.z * mod(p,pParam.w) /pParam.w ; | ||
| 295 | + vec4 a0 = sin(phi.xxyy+D.xyxy); | ||
| 296 | + vec2 a1 = sin(phi.zz +D.xy); | ||
| 297 | + vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, x1), dot(a1.xy, x2) ); | ||
| 298 | +#endif | ||
| 299 | +// mix | ||
| 300 | + vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); | ||
| 301 | + m = m*m ; | ||
| 302 | + return 1.66666* 70.*dot(m*m, g); | ||
| 303 | + } | ||
| 304 | + | ||
| 305 | +float simplexNoise3(vec3 v) | ||
| 306 | + { | ||
| 307 | + const vec2 C = vec2(1./6. , 1./3. ) ; | ||
| 308 | + const vec4 D = vec4(0., 0.5, 1.0, 2.0); | ||
| 309 | + | ||
| 310 | +// First corner | ||
| 311 | + vec3 i = floor(v + dot(v, C.yyy) ); | ||
| 312 | + vec3 x0 = v - i + dot(i, C.xxx) ; | ||
| 313 | + | ||
| 314 | +// Other corners | ||
| 315 | +#ifdef COLLAPSE_SORTNET | ||
| 316 | + vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) ); | ||
| 317 | + vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) ); | ||
| 318 | + | ||
| 319 | + vec3 i1 = g.xyz * l.zxy; | ||
| 320 | + vec3 i2 = max( g.xyz, l.zxy); | ||
| 321 | +#else | ||
| 322 | +// Keeping this clean - let the compiler optimize. | ||
| 323 | + vec3 q1; | ||
| 324 | + q1.x = max(x0.x, x0.y); | ||
| 325 | + q1.y = min(x0.x, x0.y); | ||
| 326 | + q1.z = x0.z; | ||
| 327 | + | ||
| 328 | + vec3 q2; | ||
| 329 | + q2.x = max(q1.x,q1.z); | ||
| 330 | + q2.z = min(q1.x,q1.z); | ||
| 331 | + q2.y = q1.y; | ||
| 332 | + | ||
| 333 | + vec3 q3; | ||
| 334 | + q3.y = max(q2.y, q2.z); | ||
| 335 | + q3.z = min(q2.y, q2.z); | ||
| 336 | + q3.x = q2.x; | ||
| 337 | + | ||
| 338 | + vec3 i1 = vec3(equal(q3.xxx, x0)); | ||
| 339 | + vec3 i2 = i1 + vec3(equal(q3.yyy, x0)); | ||
| 340 | +#endif | ||
| 341 | + | ||
| 342 | + // x0 = x0 - 0. + 0. * C | ||
| 343 | + vec3 x1 = x0 - i1 + 1. * C.xxx; | ||
| 344 | + vec3 x2 = x0 - i2 + 2. * C.xxx; | ||
| 345 | + vec3 x3 = x0 - 1. + 3. * C.xxx; | ||
| 346 | + | ||
| 347 | +// Permutations | ||
| 348 | + i = mod(i, pParam.x ); | ||
| 349 | + vec4 p = permute( permute( permute( | ||
| 350 | + i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz) | ||
| 351 | + + i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz) | ||
| 352 | + + i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz); | ||
| 353 | + | ||
| 354 | +// Gradients | ||
| 355 | +// ( N*N points uniformly over a square, mapped onto a octohedron.) | ||
| 356 | + float n_ = 1.0/pParam.w ; | ||
| 357 | + vec3 ns = n_ * D.wyz - D.xzx ; | ||
| 358 | + | ||
| 359 | + vec4 j = p - pParam.w*pParam.w*floor(p * ns.z *ns.z); // mod(p,N*N) | ||
| 360 | + | ||
| 361 | + vec4 x_ = floor(j * ns.z) ; | ||
| 362 | + vec4 y_ = floor(j - pParam.w * x_ ) ; // mod(j,N) | ||
| 363 | + | ||
| 364 | + vec4 x = x_ *ns.x + ns.yyyy; | ||
| 365 | + vec4 y = y_ *ns.x + ns.yyyy; | ||
| 366 | + vec4 h = 1. - abs(x) - abs(y); | ||
| 367 | + | ||
| 368 | + vec4 b0 = vec4( x.xy, y.xy ); | ||
| 369 | + vec4 b1 = vec4( x.zw, y.zw ); | ||
| 370 | + | ||
| 371 | + vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.; | ||
| 372 | + vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.; | ||
| 373 | + vec4 sh = vec4(lessThan(h, D.xxxx)); | ||
| 374 | + | ||
| 375 | + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; | ||
| 376 | + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; | ||
| 377 | + | ||
| 378 | + vec3 p0 = vec3(a0.xy,h.x); | ||
| 379 | + vec3 p1 = vec3(a0.zw,h.y); | ||
| 380 | + vec3 p2 = vec3(a1.xy,h.z); | ||
| 381 | + vec3 p3 = vec3(a1.zw,h.w); | ||
| 382 | + | ||
| 383 | +#ifdef NORMALISE_GRADIENTS | ||
| 384 | + p0 *= taylorInvSqrt(dot(p0,p0)); | ||
| 385 | + p1 *= taylorInvSqrt(dot(p1,p1)); | ||
| 386 | + p2 *= taylorInvSqrt(dot(p2,p2)); | ||
| 387 | + p3 *= taylorInvSqrt(dot(p3,p3)); | ||
| 388 | +#endif | ||
| 389 | + | ||
| 390 | +// Mix | ||
| 391 | + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.); | ||
| 392 | + m = m * m; | ||
| 393 | +//used to be 64. | ||
| 394 | + return 48.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), | ||
| 395 | + dot(p2,x2), dot(p3,x3) ) ); | ||
| 396 | + } | ||
| 397 | + | ||
| 398 | +vec4 grad4(float j, vec4 ip) | ||
| 399 | + { | ||
| 400 | + const vec4 ones = vec4(1.,1.,1.,-1.); | ||
| 401 | + vec4 p,s; | ||
| 402 | + | ||
| 403 | + p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z -1.0; | ||
| 404 | + p.w = 1.5 - dot(abs(p.xyz), ones.xyz); | ||
| 405 | + s = vec4(lessThan(p,vec4(0.))); | ||
| 406 | + p.xyz = p.xyz + (s.xyz*2.-1.) * s.www; | ||
| 407 | + | ||
| 408 | + return p; | ||
| 409 | + } | ||
| 410 | + | ||
| 411 | +float simplexNoise4(vec4 v) | ||
| 412 | + { | ||
| 413 | + const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 | ||
| 414 | + 0.309016994374947451); // (sqrt(5) - 1)/4 F4 | ||
| 415 | +// First corner | ||
| 416 | + vec4 i = floor(v + dot(v, C.yyyy) ); | ||
| 417 | + vec4 x0 = v - i + dot(i, C.xxxx); | ||
| 418 | + | ||
| 419 | +// Other corners | ||
| 420 | + | ||
| 421 | +// Force existance of strict total ordering in sort. | ||
| 422 | + vec4 q0 = floor(x0 * 1024.0) + vec4( 0., 1./4., 2./4. , 3./4.); | ||
| 423 | + vec4 q1; | ||
| 424 | + q1.xy = max(q0.xy,q0.zw); // x:z y:w | ||
| 425 | + q1.zw = min(q0.xy,q0.zw); | ||
| 426 | + | ||
| 427 | + vec4 q2; | ||
| 428 | + q2.xz = max(q1.xz,q1.yw); // x:y z:w | ||
| 429 | + q2.yw = min(q1.xz,q1.yw); | ||
| 430 | + | ||
| 431 | + vec4 q3; | ||
| 432 | + q3.y = max(q2.y,q2.z); // y:z | ||
| 433 | + q3.z = min(q2.y,q2.z); | ||
| 434 | + q3.xw = q2.xw; | ||
| 435 | + | ||
| 436 | + vec4 i1 = vec4(lessThanEqual(q3.xxxx, q0)); | ||
| 437 | + vec4 i2 = vec4(lessThanEqual(q3.yyyy, q0)); | ||
| 438 | + vec4 i3 = vec4(lessThanEqual(q3.zzzz, q0)); | ||
| 439 | + | ||
| 440 | + // x0 = x0 - 0. + 0. * C | ||
| 441 | + vec4 x1 = x0 - i1 + 1. * C.xxxx; | ||
| 442 | + vec4 x2 = x0 - i2 + 2. * C.xxxx; | ||
| 443 | + vec4 x3 = x0 - i3 + 3. * C.xxxx; | ||
| 444 | + vec4 x4 = x0 - 1. + 4. * C.xxxx; | ||
| 445 | + | ||
| 446 | +// Permutations | ||
| 447 | + i = mod(i, pParam.x ); | ||
| 448 | + float j0 = permute( permute( permute( permute ( | ||
| 449 | + i.w, pParam.xyz) + i.z, pParam.xyz) | ||
| 450 | + + i.y, pParam.xyz) + i.x, pParam.xyz); | ||
| 451 | + vec4 j1 = permute( permute( permute( permute ( | ||
| 452 | + i.w + vec4(i1.w, i2.w, i3.w, 1. ), pParam.xyz) | ||
| 453 | + + i.z + vec4(i1.z, i2.z, i3.z, 1. ), pParam.xyz) | ||
| 454 | + + i.y + vec4(i1.y, i2.y, i3.y, 1. ), pParam.xyz) | ||
| 455 | + + i.x + vec4(i1.x, i2.x, i3.x, 1. ), pParam.xyz); | ||
| 456 | +// Gradients | ||
| 457 | +// ( N*N*N points uniformly over a cube, mapped onto a 4-octohedron.) | ||
| 458 | + vec4 ip = pParam ; | ||
| 459 | + ip.xy *= pParam.w ; | ||
| 460 | + ip.x *= pParam.w ; | ||
| 461 | + ip = vec4(1.,1.,1.,2.) / ip ; | ||
| 462 | + | ||
| 463 | + vec4 p0 = grad4(j0, ip); | ||
| 464 | + vec4 p1 = grad4(j1.x, ip); | ||
| 465 | + vec4 p2 = grad4(j1.y, ip); | ||
| 466 | + vec4 p3 = grad4(j1.z, ip); | ||
| 467 | + vec4 p4 = grad4(j1.w, ip); | ||
| 468 | + | ||
| 469 | +#ifdef NORMALISE_GRADIENTS | ||
| 470 | + p0 *= taylorInvSqrt(dot(p0,p0)); | ||
| 471 | + p1 *= taylorInvSqrt(dot(p1,p1)); | ||
| 472 | + p2 *= taylorInvSqrt(dot(p2,p2)); | ||
| 473 | + p3 *= taylorInvSqrt(dot(p3,p3)); | ||
| 474 | + p4 *= taylorInvSqrt(dot(p4,p4)); | ||
| 475 | +#endif | ||
| 476 | + | ||
| 477 | +// Mix | ||
| 478 | + vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); | ||
| 479 | + vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.); | ||
| 480 | + m0 = m0 * m0; | ||
| 481 | + m1 = m1 * m1; | ||
| 482 | + return 32. * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) | ||
| 483 | + + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; | ||
| 484 | + | ||
| 485 | + } | ||
| 486 | + | ||
| 487 | + | ||
| 488 | + | ||
| 489 | diff --git a/src/glsl/skinning.vert b/src/glsl/skinning.vert | ||
| 490 | new file mode 100644 | ||
| 491 | index 0000000..28970ee | ||
| 492 | --- /dev/null | ||
| 493 | +++ b/src/glsl/skinning.vert | ||
| 494 | @@ -0,0 +1,24 @@ | ||
| 495 | +// Vertex weighting/blendin shader | ||
| 496 | +// Brian Paul | ||
| 497 | +// 4 Nov 2008 | ||
| 498 | + | ||
| 499 | +uniform mat4 mat0, mat1; | ||
| 500 | +attribute float weight; | ||
| 501 | + | ||
| 502 | +void main() | ||
| 503 | +{ | ||
| 504 | + // simple diffuse shading | ||
| 505 | + // Note that we should really transform the normal vector along with | ||
| 506 | + // the postion below... someday. | ||
| 507 | + vec3 lightVec = vec3(0, 0, 1); | ||
| 508 | + vec3 norm = gl_NormalMatrix * gl_Normal; | ||
| 509 | + float dot = 0.2 + max(0.0, dot(norm, lightVec)); | ||
| 510 | + gl_FrontColor = vec4(dot); | ||
| 511 | + | ||
| 512 | + // compute sum of weighted transformations | ||
| 513 | + vec4 pos0 = mat0 * gl_Vertex; | ||
| 514 | + vec4 pos1 = mat1 * gl_Vertex; | ||
| 515 | + vec4 pos = mix(pos0, pos1, weight); | ||
| 516 | + | ||
| 517 | + gl_Position = gl_ModelViewProjectionMatrix * pos; | ||
| 518 | +} | ||
| 519 | diff --git a/src/perf/glslstateschange1.frag b/src/perf/glslstateschange1.frag | ||
| 520 | new file mode 100644 | ||
| 521 | index 0000000..0839436 | ||
| 522 | --- /dev/null | ||
| 523 | +++ b/src/perf/glslstateschange1.frag | ||
| 524 | @@ -0,0 +1,19 @@ | ||
| 525 | +// Multi-texture fragment shader | ||
| 526 | +// Brian Paul | ||
| 527 | + | ||
| 528 | +// Composite second texture over first. | ||
| 529 | +// We're assuming the 2nd texture has a meaningful alpha channel. | ||
| 530 | + | ||
| 531 | +uniform sampler2D tex1; | ||
| 532 | +uniform sampler2D tex2; | ||
| 533 | +uniform vec4 UniV1; | ||
| 534 | +uniform vec4 UniV2; | ||
| 535 | + | ||
| 536 | +void main() | ||
| 537 | +{ | ||
| 538 | + vec4 t3; | ||
| 539 | + vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy); | ||
| 540 | + vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy); | ||
| 541 | + t3 = mix(t1, t2, t2.w); | ||
| 542 | + gl_FragColor = t3 + UniV1 + UniV2; | ||
| 543 | +} | ||
| 544 | diff --git a/src/perf/glslstateschange1.vert b/src/perf/glslstateschange1.vert | ||
| 545 | new file mode 100644 | ||
| 546 | index 0000000..cef50db | ||
| 547 | --- /dev/null | ||
| 548 | +++ b/src/perf/glslstateschange1.vert | ||
| 549 | @@ -0,0 +1,14 @@ | ||
| 550 | +// Multi-texture vertex shader | ||
| 551 | +// Brian Paul | ||
| 552 | + | ||
| 553 | + | ||
| 554 | +attribute vec4 TexCoord0, TexCoord1; | ||
| 555 | +attribute vec4 VertCoord; | ||
| 556 | + | ||
| 557 | +void main() | ||
| 558 | +{ | ||
| 559 | + gl_TexCoord[0] = TexCoord0; | ||
| 560 | + gl_TexCoord[1] = TexCoord1; | ||
| 561 | + // note: may use gl_Vertex or VertCoord here for testing: | ||
| 562 | + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | ||
| 563 | +} | ||
| 564 | diff --git a/src/perf/glslstateschange2.frag b/src/perf/glslstateschange2.frag | ||
| 565 | new file mode 100644 | ||
| 566 | index 0000000..0df0319 | ||
| 567 | --- /dev/null | ||
| 568 | +++ b/src/perf/glslstateschange2.frag | ||
| 569 | @@ -0,0 +1,17 @@ | ||
| 570 | +// Multi-texture fragment shader | ||
| 571 | +// Brian Paul | ||
| 572 | + | ||
| 573 | +// Composite second texture over first. | ||
| 574 | +// We're assuming the 2nd texture has a meaningful alpha channel. | ||
| 575 | + | ||
| 576 | +uniform sampler2D tex1; | ||
| 577 | +uniform sampler2D tex2; | ||
| 578 | +uniform vec4 UniV1; | ||
| 579 | +uniform vec4 UniV2; | ||
| 580 | + | ||
| 581 | +void main() | ||
| 582 | +{ | ||
| 583 | + vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy); | ||
| 584 | + vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy); | ||
| 585 | + gl_FragColor = t1 + t2 + UniV1 + UniV2; | ||
| 586 | +} | ||
| 587 | diff --git a/src/perf/glslstateschange2.vert b/src/perf/glslstateschange2.vert | ||
| 588 | new file mode 100644 | ||
| 589 | index 0000000..cef50db | ||
| 590 | --- /dev/null | ||
| 591 | +++ b/src/perf/glslstateschange2.vert | ||
| 592 | @@ -0,0 +1,14 @@ | ||
| 593 | +// Multi-texture vertex shader | ||
| 594 | +// Brian Paul | ||
| 595 | + | ||
| 596 | + | ||
| 597 | +attribute vec4 TexCoord0, TexCoord1; | ||
| 598 | +attribute vec4 VertCoord; | ||
| 599 | + | ||
| 600 | +void main() | ||
| 601 | +{ | ||
| 602 | + gl_TexCoord[0] = TexCoord0; | ||
| 603 | + gl_TexCoord[1] = TexCoord1; | ||
| 604 | + // note: may use gl_Vertex or VertCoord here for testing: | ||
| 605 | + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | ||
| 606 | +} | ||
| 607 | diff --git a/src/vpglsl/infinite-loop.glsl b/src/vpglsl/infinite-loop.glsl | ||
| 608 | new file mode 100644 | ||
| 609 | index 0000000..bc7ae4b | ||
| 610 | --- /dev/null | ||
| 611 | +++ b/src/vpglsl/infinite-loop.glsl | ||
| 612 | @@ -0,0 +1,8 @@ | ||
| 613 | +void main() { | ||
| 614 | + gl_Position = gl_Vertex; | ||
| 615 | + vec4 sum = vec4(0); | ||
| 616 | + for (int i = 1; i != 2; i += 2) { | ||
| 617 | + sum += vec4(0.1, 0.1, 0.1, 0.1); | ||
| 618 | + } | ||
| 619 | + gl_FrontColor = sum; | ||
| 620 | +} | ||
| 621 | -- | ||
| 622 | 1.7.9.5 | ||
| 623 | |||
diff --git a/meta/recipes-graphics/mesa/mesa-demos_8.1.0.bb b/meta/recipes-graphics/mesa/mesa-demos_8.1.0.bb index 972ead3478..469b8caf08 100644 --- a/meta/recipes-graphics/mesa/mesa-demos_8.1.0.bb +++ b/meta/recipes-graphics/mesa/mesa-demos_8.1.0.bb | |||
| @@ -14,7 +14,8 @@ DEPENDS = "virtual/libgl glew" | |||
| 14 | SRC_URI = "ftp://ftp.freedesktop.org/pub/mesa/demos/${PV}/${BPN}-${PV}.tar.bz2 \ | 14 | SRC_URI = "ftp://ftp.freedesktop.org/pub/mesa/demos/${PV}/${BPN}-${PV}.tar.bz2 \ |
| 15 | file://glut.patch \ | 15 | file://glut.patch \ |
| 16 | file://egl-mesa-screen-surface-build-fix.patch \ | 16 | file://egl-mesa-screen-surface-build-fix.patch \ |
| 17 | file://egl-mesa-screen-surface-query.patch" | 17 | file://egl-mesa-screen-surface-query.patch \ |
| 18 | file://0001-mesa-demos-Add-missing-data-files.patch" | ||
| 18 | 19 | ||
| 19 | SRC_URI[md5sum] = "9df33ba69a26bbfbc7c8148602e59542" | 20 | SRC_URI[md5sum] = "9df33ba69a26bbfbc7c8148602e59542" |
| 20 | SRC_URI[sha256sum] = "9703fa0646b32a1e68d2abf5628f936f77bf97c69ffcaac90de380820a87a828" | 21 | SRC_URI[sha256sum] = "9703fa0646b32a1e68d2abf5628f936f77bf97c69ffcaac90de380820a87a828" |
