stm-st-stm32mp: update weston recipe for STM32 paltforms

weston recipe was updated to v10.0.1 in poky layer, so this commit updates the
recipe version and refresh a custom STM patch.

Signed-off-by: Arturo Buzarra <arturo.buzarra@digi.com>
This commit is contained in:
Arturo Buzarra 2022-07-19 14:49:08 +02:00
parent 4c2a524d6e
commit 2ec23b4128
2 changed files with 71 additions and 42 deletions

View File

@ -1,4 +1,3 @@
From 7f9365919153c9ba17bfeb48049df2ee5a77b047 Mon Sep 17 00:00:00 2001
From: Pierre-Yves MORDRET <pierre-yves.mordret@st.som>
Date: Mon, 23 May 2022 14:27:13 +0200
Subject: [PATCH] Remove useless code from new Fragment Shader
@ -11,18 +10,20 @@ state, we simply remove the code.
Change-Id: I37880d5fcb8487c77e084b289db8d2fb945c21ab
Signed-off-by: Pierre-Yves MORDRET <pierre-yves.mordret@st.som>
---
libweston/renderer-gl/fragment.glsl | 93 ++---------------------------
libweston/renderer-gl/gl-shaders.c | 5 --
2 files changed, 5 insertions(+), 93 deletions(-)
libweston/renderer-gl/fragment.glsl | 110 ++--------------------------
libweston/renderer-gl/gl-shaders.c | 4 -
2 files changed, 5 insertions(+), 109 deletions(-)
diff --git a/libweston/renderer-gl/fragment.glsl b/libweston/renderer-gl/fragment.glsl
index 63a20cd6..f735ab3a 100644
index cfadb88..f735ab3 100644
--- a/libweston/renderer-gl/fragment.glsl
+++ b/libweston/renderer-gl/fragment.glsl
@@ -42,30 +42,17 @@
@@ -40,37 +40,21 @@
#define SHADER_VARIANT_Y_XUXV 5
#define SHADER_VARIANT_XYUV 6
#define SHADER_VARIANT_SOLID 7
#define SHADER_VARIANT_EXTERNAL 8
-/* enum gl_shader_color_curve */
-#define SHADER_COLOR_CURVE_IDENTITY 0
-#define SHADER_COLOR_CURVE_LUT_3x1D 1
@ -30,7 +31,7 @@ index 63a20cd6..f735ab3a 100644
#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
#extension GL_OES_EGL_image_external : require
#endif
-#ifdef GL_FRAGMENT_PRECISION_HIGH
-#define HIGHPRECISION highp
-#else
@ -39,7 +40,7 @@ index 63a20cd6..f735ab3a 100644
-
-precision HIGHPRECISION float;
+precision mediump float;
/*
* These undeclared identifiers will be #defined by a runtime generated code
* snippet.
@ -48,30 +49,45 @@ index 63a20cd6..f735ab3a 100644
-compile_const bool c_input_is_premult = DEF_INPUT_IS_PREMULT;
-compile_const bool c_green_tint = DEF_GREEN_TINT;
-compile_const int c_color_pre_curve = DEF_COLOR_PRE_CURVE;
-
-compile_const bool c_need_color_pipeline =
- c_color_pre_curve != SHADER_COLOR_CURVE_IDENTITY;
vec4
yuva2rgba(vec4 yuva)
@@ -91,6 +78,7 @@ yuva2rgba(vec4 yuva)
{
vec4 color_out;
@@ -92,10 +76,11 @@ yuva2rgba(vec4 yuva)
*/
color_out.r = Y + 1.59602678 * sv;
color_out.g = Y - 0.39176229 * su - 0.81296764 * sv;
color_out.b = Y + 2.01723214 * su;
+ color_out.rgb *= yuva.w;
color_out.a = yuva.w;
return color_out;
@@ -107,8 +95,6 @@ uniform sampler2D tex1;
}
@@ -108,12 +93,10 @@ uniform sampler2D tex;
varying vec2 v_texcoord;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform float alpha;
uniform vec4 unicolor;
-uniform HIGHPRECISION sampler2D color_pre_curve_lut_2d;
-uniform HIGHPRECISION vec2 color_pre_curve_lut_scale_offset;
vec4
sample_input_texture()
@@ -154,85 +140,16 @@ sample_input_texture()
{
vec4 yuva = vec4(0.0, 0.0, 0.0, 1.0);
@@ -155,101 +138,18 @@ sample_input_texture()
}
return yuva2rgba(yuva);
}
-/*
- * Texture coordinates go from 0.0 to 1.0 corresponding to texture edges.
- * When we do LUT look-ups with linear filtering, the correct range to sample
@ -120,9 +136,6 @@ index 63a20cd6..f735ab3a 100644
-vec4
-color_pipeline(vec4 color)
-{
- /* View alpha (opacity) */
- color.a *= alpha;
-
- color.rgb = color_pre_curve(color.rgb);
-
- return color;
@ -132,36 +145,55 @@ index 63a20cd6..f735ab3a 100644
main()
{
vec4 color;
- /* Electrical (non-linear) RGBA values, may be premult or not */
+ /* Electrical (non-linear) RGBA values, pre-multiplied */
color = sample_input_texture();
- /* Ensure straight alpha */
- if (c_input_is_premult) {
- if (color.a == 0.0)
- color.rgb = vec3(0, 0, 0);
- else
- color.rgb *= 1.0 / color.a;
- if (c_need_color_pipeline) {
- /* Ensure straight alpha */
- if (c_input_is_premult) {
- if (color.a == 0.0)
- color.rgb = vec3(0, 0, 0);
- else
- color.rgb *= 1.0 / color.a;
- }
-
- color = color_pipeline(color);
-
- /* View alpha (opacity) */
- color.a *= alpha;
-
- /* pre-multiply for blending */
- color.rgb *= color.a;
- } else {
- /* Fast path for disabled color management */
-
- if (c_input_is_premult) {
- /* View alpha (opacity) */
- color *= alpha;
- } else {
- /* View alpha (opacity) */
- color.a *= alpha;
- /* pre-multiply for blending */
- color.rgb *= color.a;
- }
- }
-
- color = color_pipeline(color);
-
- /* pre-multiply for blending */
- color.rgb *= color.a;
-
- if (c_green_tint)
- color = vec4(0.0, 0.3, 0.0, 0.2) + color * 0.8;
+ /* View alpha (opacity) */
+ color *= alpha;
gl_FragColor = color;
}
diff --git a/libweston/renderer-gl/gl-shaders.c b/libweston/renderer-gl/gl-shaders.c
index 97f288c0..c8e3d297 100644
index 97f288c..65a4fc2 100644
--- a/libweston/renderer-gl/gl-shaders.c
+++ b/libweston/renderer-gl/gl-shaders.c
@@ -263,11 +263,6 @@ gl_shader_create(struct gl_renderer *gr,
@@ -261,14 +261,10 @@ gl_shader_create(struct gl_renderer *gr,
shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
shader->color_uniform = glGetUniformLocation(shader->program,
"unicolor");
@ -169,10 +201,7 @@ index 97f288c0..c8e3d297 100644
- glGetUniformLocation(shader->program, "color_pre_curve_lut_2d");
- shader->color_pre_curve_lut_scale_offset_uniform =
- glGetUniformLocation(shader->program, "color_pre_curve_lut_scale_offset");
-
free(conf);
wl_list_insert(&gr->shader_list, &shader->link);
--
2.17.1
free(conf);
wl_list_insert(&gr->shader_list, &shader->link);