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| 1 // Copyright (c) 2010 The Chromium OS Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #include <stdio.h> | |
| 6 #include <sys/mman.h> | |
| 7 | |
| 8 #include "base/logging.h" | |
| 9 | |
| 10 #include "main.h" | |
| 11 #include "shaders.h" | |
| 12 #include "utils.h" | |
| 13 #include "yuv2rgb.h" | |
| 14 | |
| 15 | |
| 16 const char *simple_vertex_shader = | |
| 17 "attribute vec4 c1;" | |
| 18 "void main() {" | |
| 19 " gl_Position = c1;" | |
| 20 "}"; | |
| 21 | |
| 22 const char *simple_vertex_shader_2_attr = | |
| 23 "attribute vec4 c1;" | |
| 24 "attribute vec4 c2;" | |
| 25 "void main() {" | |
| 26 " gl_Position = c1+c2;" | |
| 27 "}"; | |
| 28 | |
| 29 const char *simple_vertex_shader_4_attr = | |
| 30 "attribute vec4 c1;" | |
| 31 "attribute vec4 c2;" | |
| 32 "attribute vec4 c3;" | |
| 33 "attribute vec4 c4;" | |
| 34 "void main() {" | |
| 35 " gl_Position = c1+c2+c3+c4;" | |
| 36 "}"; | |
| 37 | |
| 38 const char *simple_vertex_shader_8_attr = | |
| 39 "attribute vec4 c1;" | |
| 40 "attribute vec4 c2;" | |
| 41 "attribute vec4 c3;" | |
| 42 "attribute vec4 c4;" | |
| 43 "attribute vec4 c5;" | |
| 44 "attribute vec4 c6;" | |
| 45 "attribute vec4 c7;" | |
| 46 "attribute vec4 c8;" | |
| 47 "void main() {" | |
| 48 " gl_Position = c1+c2+c3+c4+c5+c6+c7+c8;" | |
| 49 "}"; | |
| 50 | |
| 51 | |
| 52 const char *simple_fragment_shader = | |
| 53 "void main() {" | |
| 54 " gl_FragColor = vec4(0.5);" | |
| 55 "}"; | |
| 56 | |
| 57 | |
| 58 ShaderProgram AttributeFetchShaderProgram(int attribute_count, | |
| 59 GLuint vertex_buffers[]) { | |
| 60 const char *vertex_shader = NULL; | |
| 61 switch (attribute_count) { | |
| 62 case 1: vertex_shader = simple_vertex_shader; break; | |
| 63 case 2: vertex_shader = simple_vertex_shader_2_attr; break; | |
| 64 case 4: vertex_shader = simple_vertex_shader_4_attr; break; | |
| 65 case 8: vertex_shader = simple_vertex_shader_8_attr; break; | |
| 66 default: return 0; | |
| 67 } | |
| 68 ShaderProgram program = | |
| 69 InitShaderProgram(vertex_shader, simple_fragment_shader); | |
| 70 | |
| 71 for (int i = 0; i < attribute_count; i++) { | |
| 72 char attribute[] = "c_"; | |
| 73 attribute[1] = '1' + i; | |
| 74 int attribute_index = glGetAttribLocation(program, attribute); | |
| 75 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers[i]); | |
| 76 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 77 glEnableVertexAttribArray(attribute_index); | |
| 78 } | |
| 79 | |
| 80 return program; | |
| 81 } | |
| 82 | |
| 83 #define I915_WORKAROUND 1 | |
| 84 | |
| 85 #if I915_WORKAROUND | |
| 86 #define V1 "gl_TexCoord[0]" | |
| 87 #define V2 "gl_TexCoord[1]" | |
| 88 #define V3 "gl_TexCoord[2]" | |
| 89 #define V4 "gl_TexCoord[3]" | |
| 90 #define V5 "gl_TexCoord[4]" | |
| 91 #define V6 "gl_TexCoord[5]" | |
| 92 #define V7 "gl_TexCoord[6]" | |
| 93 #define V8 "gl_TexCoord[7]" | |
| 94 #define DDX "dFdx" | |
| 95 #define DDY "dFdy" | |
| 96 #else | |
| 97 #define V1 "v1" | |
| 98 #define V2 "v2" | |
| 99 #define V3 "v3" | |
| 100 #define V4 "v4" | |
| 101 #define V5 "v5" | |
| 102 #define V6 "v6" | |
| 103 #define V7 "v7" | |
| 104 #define V8 "v8" | |
| 105 #define DDX "ddx" | |
| 106 #define DDY "ddy" | |
| 107 #endif | |
| 108 | |
| 109 const char *basic_texture_vertex_shader = | |
| 110 "attribute vec4 c1;" | |
| 111 "attribute vec4 c2;" | |
| 112 "varying vec2 v1;" | |
| 113 "void main() {" | |
| 114 " gl_Position = c1;" | |
| 115 " " V1 " = c2;" | |
| 116 "}"; | |
| 117 | |
| 118 const char *basic_texture_fragment_shader = | |
| 119 "uniform sampler2D texture_sampler;" | |
| 120 "varying vec2 v1;" | |
| 121 "void main() {" | |
| 122 " gl_FragColor = texture2D(texture_sampler, " V1 ".xy);" | |
| 123 "}"; | |
| 124 | |
| 125 ShaderProgram BasicTextureShaderProgram(GLuint vertex_buffer, | |
| 126 GLuint texture_buffer) { | |
| 127 ShaderProgram program = | |
| 128 InitShaderProgram(basic_texture_vertex_shader, | |
| 129 basic_texture_fragment_shader); | |
| 130 | |
| 131 // Set up the texture sampler | |
| 132 int textureSampler = glGetUniformLocation(program, "texture_sampler"); | |
| 133 glUniform1i(textureSampler, 0); | |
| 134 | |
| 135 // Set up vertex attribute | |
| 136 int attribute_index = glGetAttribLocation(program, "c1"); | |
| 137 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
| 138 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 139 glEnableVertexAttribArray(attribute_index); | |
| 140 | |
| 141 // Set up texture attribute | |
| 142 attribute_index = glGetAttribLocation(program, "c2"); | |
| 143 glBindBuffer(GL_ARRAY_BUFFER, texture_buffer); | |
| 144 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 145 glEnableVertexAttribArray(attribute_index); | |
| 146 | |
| 147 return program; | |
| 148 } | |
| 149 | |
| 150 const char *double_texture_blend_vertex_shader = | |
| 151 "attribute vec4 c1;" | |
| 152 "attribute vec4 c2;" | |
| 153 "attribute vec4 c3;" | |
| 154 "varying vec2 v1;" | |
| 155 "varying vec2 v2;" | |
| 156 "void main() {" | |
| 157 " gl_Position = c1;" | |
| 158 " " V1 " = c2;" | |
| 159 " " V2 " = c3;" | |
| 160 "}"; | |
| 161 | |
| 162 const char *double_texture_blend_fragment_shader = | |
| 163 "uniform sampler2D texture_sampler_0;" | |
| 164 "uniform sampler2D texture_sampler_1;" | |
| 165 "varying vec2 v1;" | |
| 166 "varying vec2 v2;" | |
| 167 "void main() {" | |
| 168 " vec4 one = texture2D(texture_sampler_0, " V1 ".xy);" | |
| 169 " vec4 two = texture2D(texture_sampler_1, " V2 ".xy);" | |
| 170 " gl_FragColor = mix(one, two, 0.5);" | |
| 171 "}"; | |
| 172 | |
| 173 // This shader blends the three textures | |
| 174 ShaderProgram DoubleTextureBlendShaderProgram(GLuint vertex_buffer, | |
| 175 GLuint texture_buffer_0, | |
| 176 GLuint texture_buffer_1) { | |
| 177 ShaderProgram program = | |
| 178 InitShaderProgram(double_texture_blend_vertex_shader, | |
| 179 double_texture_blend_fragment_shader); | |
| 180 | |
| 181 // Set up the texture sampler | |
| 182 int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0"); | |
| 183 glUniform1i(textureSampler0, 0); | |
| 184 int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1"); | |
| 185 glUniform1i(textureSampler1, 1); | |
| 186 | |
| 187 // Set up vertex attribute | |
| 188 int attribute_index = glGetAttribLocation(program, "c1"); | |
| 189 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
| 190 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 191 glEnableVertexAttribArray(attribute_index); | |
| 192 | |
| 193 // Set up texture attributes | |
| 194 attribute_index = glGetAttribLocation(program, "c2"); | |
| 195 glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0); | |
| 196 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 197 glEnableVertexAttribArray(attribute_index); | |
| 198 | |
| 199 attribute_index = glGetAttribLocation(program, "c3"); | |
| 200 glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1); | |
| 201 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 202 glEnableVertexAttribArray(attribute_index); | |
| 203 | |
| 204 return program; | |
| 205 } | |
| 206 | |
| 207 const char *triple_texture_blend_vertex_shader = | |
| 208 "attribute vec4 c1;" | |
| 209 "attribute vec4 c2;" | |
| 210 "attribute vec4 c3;" | |
| 211 "attribute vec4 c4;" | |
| 212 "varying vec2 v1;" | |
| 213 "varying vec2 v2;" | |
| 214 "varying vec2 v3;" | |
| 215 "void main() {" | |
| 216 " gl_Position = c1;" | |
| 217 " " V1 " = c2;" | |
| 218 " " V2 " = c3;" | |
| 219 " " V3 " = c4;" | |
| 220 "}"; | |
| 221 | |
| 222 const char *triple_texture_blend_fragment_shader = | |
| 223 "uniform sampler2D texture_sampler_0;" | |
| 224 "uniform sampler2D texture_sampler_1;" | |
| 225 "uniform sampler2D texture_sampler_2;" | |
| 226 "varying vec2 v1;" | |
| 227 "varying vec2 v2;" | |
| 228 "varying vec2 v3;" | |
| 229 "void main() {" | |
| 230 " vec4 one = texture2D(texture_sampler_0, " V1 ".xy);" | |
| 231 " vec4 two = texture2D(texture_sampler_1, " V2 ".xy);" | |
| 232 " vec4 three = texture2D(texture_sampler_2, " V3 ".xy);" | |
| 233 " gl_FragColor = mix(mix(one, two, 0.5), three, 0.5);" | |
| 234 "}"; | |
| 235 | |
| 236 // This shader blends the three textures | |
| 237 ShaderProgram TripleTextureBlendShaderProgram(GLuint vertex_buffer, | |
| 238 GLuint texture_buffer_0, | |
| 239 GLuint texture_buffer_1, | |
| 240 GLuint texture_buffer_2) { | |
| 241 ShaderProgram program = | |
| 242 InitShaderProgram(triple_texture_blend_vertex_shader, | |
| 243 triple_texture_blend_fragment_shader); | |
| 244 | |
| 245 // Set up the texture sampler | |
| 246 int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0"); | |
| 247 glUniform1i(textureSampler0, 0); | |
| 248 int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1"); | |
| 249 glUniform1i(textureSampler1, 1); | |
| 250 int textureSampler2 = glGetUniformLocation(program, "texture_sampler_2"); | |
| 251 glUniform1i(textureSampler2, 2); | |
| 252 | |
| 253 // Set up vertex attribute | |
| 254 int attribute_index = glGetAttribLocation(program, "c1"); | |
| 255 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
| 256 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 257 glEnableVertexAttribArray(attribute_index); | |
| 258 | |
| 259 // Set up texture attributes | |
| 260 attribute_index = glGetAttribLocation(program, "c2"); | |
| 261 glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0); | |
| 262 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 263 glEnableVertexAttribArray(attribute_index); | |
| 264 | |
| 265 attribute_index = glGetAttribLocation(program, "c3"); | |
| 266 glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1); | |
| 267 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 268 glEnableVertexAttribArray(attribute_index); | |
| 269 | |
| 270 attribute_index = glGetAttribLocation(program, "c4"); | |
| 271 glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_2); | |
| 272 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 273 glEnableVertexAttribArray(attribute_index); | |
| 274 | |
| 275 return program; | |
| 276 } | |
| 277 | |
| 278 const char *vertex_shader_1_varying = | |
| 279 "attribute vec4 c;" | |
| 280 "varying vec4 v1;" | |
| 281 "void main() {" | |
| 282 " gl_Position = c;" | |
| 283 V1 "= c;" | |
| 284 "}"; | |
| 285 | |
| 286 const char *vertex_shader_2_varying = | |
| 287 "attribute vec4 c;" | |
| 288 "varying vec4 v1;" | |
| 289 "varying vec4 v2;" | |
| 290 "void main() {" | |
| 291 " gl_Position = c;" | |
| 292 V1 "=" V2 "= c/2.;" | |
| 293 "}"; | |
| 294 | |
| 295 const char *vertex_shader_4_varying = | |
| 296 "attribute vec4 c;" | |
| 297 "varying vec4 v1;" | |
| 298 "varying vec4 v2;" | |
| 299 "varying vec4 v3;" | |
| 300 "varying vec4 v4;" | |
| 301 "void main() {" | |
| 302 " gl_Position = c;" | |
| 303 V1 "=" V2 "=" V3 "=" V4 "= c/4.;" | |
| 304 "}"; | |
| 305 | |
| 306 const char *vertex_shader_8_varying = | |
| 307 "attribute vec4 c;" | |
| 308 "varying vec4 v1;" | |
| 309 "varying vec4 v2;" | |
| 310 "varying vec4 v3;" | |
| 311 "varying vec4 v4;" | |
| 312 "varying vec4 v5;" | |
| 313 "varying vec4 v6;" | |
| 314 "varying vec4 v7;" | |
| 315 "varying vec4 v8;" | |
| 316 "void main() {" | |
| 317 " gl_Position = c;" | |
| 318 V1 "=" V2 "=" V3 "=" V4 "=" V5 "=" V6 "=" V7 "=" V8 "= c/8.;" | |
| 319 "}"; | |
| 320 | |
| 321 const char *fragment_shader_1_varying = | |
| 322 "varying vec4 v1;" | |
| 323 "void main() {" | |
| 324 " gl_FragColor =" V1 ";" | |
| 325 "}"; | |
| 326 | |
| 327 const char *fragment_shader_2_varying = | |
| 328 "varying vec4 v1;" | |
| 329 "varying vec4 v2;" | |
| 330 "void main() {" | |
| 331 " gl_FragColor =" V1 "+" V2 ";" | |
| 332 "}"; | |
| 333 | |
| 334 const char *fragment_shader_4_varying = | |
| 335 "varying vec4 v1;" | |
| 336 "varying vec4 v2;" | |
| 337 "varying vec4 v3;" | |
| 338 "varying vec4 v4;" | |
| 339 "void main() {" | |
| 340 " gl_FragColor =" V1 "+" V2 "+" V3 "+" V4 ";" | |
| 341 "}"; | |
| 342 | |
| 343 const char *fragment_shader_8_varying = | |
| 344 "varying vec4 v1;" | |
| 345 "varying vec4 v2;" | |
| 346 "varying vec4 v3;" | |
| 347 "varying vec4 v4;" | |
| 348 "varying vec4 v5;" | |
| 349 "varying vec4 v6;" | |
| 350 "varying vec4 v7;" | |
| 351 "varying vec4 v8;" | |
| 352 "void main() {" | |
| 353 " gl_FragColor =" V1 "+" V2 "+" V3 "+" V4 "+" V5 "+" V6 "+" V7 "+" V8 ";" | |
| 354 "}"; | |
| 355 | |
| 356 const char *fragment_shader_ddx = | |
| 357 "varying vec4 v1;" | |
| 358 "void main() {" | |
| 359 " gl_FragColor = vec4(" DDX "(" V1 ".x), 0., 0., 1.);" | |
| 360 "}"; | |
| 361 | |
| 362 const char *fragment_shader_ddy = | |
| 363 "varying vec4 v1;" | |
| 364 "void main() {" | |
| 365 " gl_FragColor = vec4(" DDY "(" V1 ".y), 0., 0., 1.);" | |
| 366 "}"; | |
| 367 | |
| 368 #undef V1 | |
| 369 #undef V2 | |
| 370 #undef V3 | |
| 371 #undef V4 | |
| 372 #undef V5 | |
| 373 #undef V6 | |
| 374 #undef V7 | |
| 375 #undef V8 | |
| 376 #undef DDX | |
| 377 #undef DDY | |
| 378 | |
| 379 | |
| 380 ShaderProgram VaryingsShaderProgram(int varyings_count, GLuint vertex_buffer) { | |
| 381 const char *vertex_shader = NULL; | |
| 382 const char *fragment_shader = NULL; | |
| 383 switch (varyings_count) { | |
| 384 case 1: | |
| 385 vertex_shader = vertex_shader_1_varying; | |
| 386 fragment_shader = fragment_shader_1_varying; | |
| 387 break; | |
| 388 case 2: | |
| 389 vertex_shader = vertex_shader_2_varying; | |
| 390 fragment_shader = fragment_shader_2_varying; | |
| 391 break; | |
| 392 case 4: | |
| 393 vertex_shader = vertex_shader_4_varying; | |
| 394 fragment_shader = fragment_shader_4_varying; | |
| 395 break; | |
| 396 case 8: | |
| 397 vertex_shader = vertex_shader_8_varying; | |
| 398 fragment_shader = fragment_shader_8_varying; | |
| 399 break; | |
| 400 default: return 0; | |
| 401 } | |
| 402 ShaderProgram program = | |
| 403 InitShaderProgram(vertex_shader, fragment_shader); | |
| 404 | |
| 405 int attribute_index = glGetAttribLocation(program, "c"); | |
| 406 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
| 407 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 408 glEnableVertexAttribArray(attribute_index); | |
| 409 | |
| 410 return program; | |
| 411 } | |
| 412 | |
| 413 | |
| 414 ShaderProgram DdxDdyShaderProgram(bool ddx, GLuint vertex_buffer) { | |
| 415 ShaderProgram program = | |
| 416 InitShaderProgram(vertex_shader_1_varying, | |
| 417 ddx ? fragment_shader_ddx : fragment_shader_ddy); | |
| 418 | |
| 419 int attribute_index = glGetAttribLocation(program, "c"); | |
| 420 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
| 421 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 422 glEnableVertexAttribArray(attribute_index); | |
| 423 | |
| 424 return program; | |
| 425 } | |
| 426 | |
| 427 ShaderProgram YuvToRgbShaderProgram(int type, GLuint vertex_buffer, | |
| 428 int width, int height) { | |
| 429 const char *vertex = type == 1 ? YUV2RGB_VERTEX_1 : YUV2RGB_VERTEX_2; | |
| 430 const char *fragment = type == 1 ? YUV2RGB_FRAGMENT_1 : YUV2RGB_FRAGMENT_2; | |
| 431 size_t size_vertex = 0; | |
| 432 size_t size_fragment = 0; | |
| 433 char *yuv_to_rgb_vertex = static_cast<char *>( | |
| 434 MmapFile(vertex, &size_vertex)); | |
| 435 char *yuv_to_rgb_fragment = static_cast<char *>( | |
| 436 MmapFile(fragment, &size_fragment)); | |
| 437 ShaderProgram program = 0; | |
| 438 | |
| 439 if (!yuv_to_rgb_fragment || !yuv_to_rgb_vertex) | |
| 440 goto done; | |
| 441 | |
| 442 { | |
| 443 program = InitShaderProgram(yuv_to_rgb_vertex, | |
| 444 yuv_to_rgb_fragment); | |
| 445 | |
| 446 int imageWidthUniform = glGetUniformLocation(program, "imageWidth"); | |
| 447 int imageHeightUniform = glGetUniformLocation(program, "imageHeight"); | |
| 448 int textureSampler = glGetUniformLocation(program, "textureSampler"); | |
| 449 int evenLinesSampler = glGetUniformLocation(program, "paritySampler"); | |
| 450 | |
| 451 glUniform1f(imageWidthUniform, width); | |
| 452 glUniform1f(imageHeightUniform, height); | |
| 453 glUniform1i(textureSampler, 0); | |
| 454 glUniform1i(evenLinesSampler, 1); | |
| 455 | |
| 456 int attribute_index = glGetAttribLocation(program, "c"); | |
| 457 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | |
| 458 glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL); | |
| 459 glEnableVertexAttribArray(attribute_index); | |
| 460 return program; | |
| 461 } | |
| 462 | |
| 463 | |
| 464 done: | |
| 465 munmap(yuv_to_rgb_fragment, size_fragment); | |
| 466 munmap(yuv_to_rgb_fragment, size_vertex); | |
| 467 return program; | |
| 468 } | |
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