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| 1 // Copyright (c) 2011 The Chromium 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 "gpu/tools/compositor_model_bench/shaders.h" |
| 6 |
| 7 #include <algorithm> |
| 8 |
| 9 #include "gpu/tools/compositor_model_bench/render_model_utils.h" |
| 10 #include "gpu/tools/compositor_model_bench/render_tree.h" |
| 11 |
| 12 using std::min; |
| 13 |
| 14 static const int kPositionLocation = 0; |
| 15 static const int kTexCoordLocation = 1; |
| 16 |
| 17 static unsigned g_quad_vertices_vbo; |
| 18 static unsigned g_quad_elements_vbo; |
| 19 |
| 20 // Store a pointer to the transform matrix of the active layer (the complete |
| 21 // transform isn't build until we draw the quad; then we can apply |
| 22 // translation/scaling/projection) |
| 23 static float* g_current_layer_transform; |
| 24 |
| 25 // In addition to the transform, store other useful information about tiled |
| 26 // layers that we'll need to render each tile's quad |
| 27 static float g_current_tile_layer_width; |
| 28 static float g_current_tile_layer_height; |
| 29 static float g_current_tile_width; |
| 30 static float g_current_tile_height; |
| 31 |
| 32 static const float yuv2RGB[9] = { |
| 33 1.164f, 1.164f, 1.164f, |
| 34 0.f, -.391f, 2.018f, |
| 35 1.596f, -.813f, 0.f |
| 36 }; |
| 37 |
| 38 // Store shader programs in a sparse array so that they can be addressed easily. |
| 39 static int g_program_objects[SHADER_ID_MAX*SHADER_ID_MAX]; |
| 40 static int g_active_index = -1; |
| 41 |
| 42 /////////////////////////////////////////////////////////////////////////////// |
| 43 // L R B T N F |
| 44 // glOrtho(0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, -1, 1); // column major |
| 45 |
| 46 static float g_projection_matrix[] = { |
| 47 2.0 / WINDOW_WIDTH, 0.0, 0.0, 0.0, |
| 48 0.0, 2.0 / -WINDOW_HEIGHT, 0.0, 0.0, |
| 49 0.0, 0.0, -1.0, 0.0, |
| 50 -1.0, 1.0, 0.0, 1.0 |
| 51 }; |
| 52 |
| 53 #define ADDR(i, j) (i*4 + j) /* column major */ |
| 54 static void Project(const float* v, float* p) { |
| 55 for (int i = 0; i < 4; ++i) { |
| 56 for (int j = 0; j < 4; ++j) { |
| 57 p[ADDR(i, j)] = 0; |
| 58 for (int k = 0; k < 4; ++k) { |
| 59 p[ADDR(i, j)] += g_projection_matrix[ADDR(k, i)] * v[ADDR(j, k)]; |
| 60 } |
| 61 } |
| 62 } |
| 63 } |
| 64 |
| 65 static void Scale(const float* in, float* out, float sx, float sy, float sz) { |
| 66 for (int i = 0; i < 4; ++i) |
| 67 out[i] = in[i] * sx; |
| 68 for (int j = 4; j < 8; ++j) |
| 69 out[j] = in[j] * sy; |
| 70 for (int k = 8; k < 12; ++k) |
| 71 out[k] = in[k] * sz; |
| 72 for (int l = 12; l < 16; ++l) |
| 73 out[l] = in[l]; |
| 74 } |
| 75 |
| 76 static void TranslateInPlace(float* m, float tx, float ty, float tz) { |
| 77 m[12] += tx; |
| 78 m[13] += ty; |
| 79 m[14] += tz; |
| 80 } |
| 81 |
| 82 /////////////////////////////////////////////////////////////////////////////// |
| 83 |
| 84 ShaderID ShaderIDFromString(std::string name) { |
| 85 if (name == "VertexShaderPosTexYUVStretch") |
| 86 return VERTEX_SHADER_POS_TEX_YUV_STRETCH; |
| 87 if (name == "VertexShaderPosTex") |
| 88 return VERTEX_SHADER_POS_TEX; |
| 89 if (name == "VertexShaderPosTexTransform") |
| 90 return VERTEX_SHADER_POS_TEX_TRANSFORM; |
| 91 if (name == "FragmentShaderYUVVideo") |
| 92 return FRAGMENT_SHADER_YUV_VIDEO; |
| 93 if (name == "FragmentShaderRGBATexFlipAlpha") |
| 94 return FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA; |
| 95 if (name == "FragmentShaderRGBATexAlpha") |
| 96 return FRAGMENT_SHADER_RGBA_TEX_ALPHA; |
| 97 return SHADER_UNRECOGNIZED; |
| 98 } |
| 99 |
| 100 std::string ShaderNameFromID(ShaderID id) { |
| 101 switch (id) { |
| 102 case VERTEX_SHADER_POS_TEX_YUV_STRETCH: |
| 103 return "VertexShaderPosTexYUVStretch"; |
| 104 case VERTEX_SHADER_POS_TEX: |
| 105 return "VertexShaderPosTex"; |
| 106 case VERTEX_SHADER_POS_TEX_TRANSFORM: |
| 107 return "VertexShaderPosTexTransform"; |
| 108 case FRAGMENT_SHADER_YUV_VIDEO: |
| 109 return "FragmentShaderYUVVideo"; |
| 110 case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA: |
| 111 return "FragmentShaderRGBATexFlipAlpha"; |
| 112 case FRAGMENT_SHADER_RGBA_TEX_ALPHA: |
| 113 return "FragmentShaderRGBATexAlpha"; |
| 114 default: |
| 115 return "(unknown shader)"; |
| 116 } |
| 117 } |
| 118 |
| 119 #define SHADER0(Src) #Src |
| 120 #define SHADER(Src) SHADER0(Src) |
| 121 |
| 122 const char* GetShaderSource(ShaderID shader) { |
| 123 switch (shader) { |
| 124 case VERTEX_SHADER_POS_TEX_YUV_STRETCH: |
| 125 return SHADER( |
| 126 #ifdef GL_ES |
| 127 precision mediump float; |
| 128 #endif |
| 129 attribute vec4 a_position; |
| 130 attribute vec2 a_texCoord; |
| 131 uniform mat4 matrix; |
| 132 varying vec2 y_texCoord; |
| 133 varying vec2 uv_texCoord; |
| 134 uniform float y_widthScaleFactor; |
| 135 uniform float uv_widthScaleFactor; |
| 136 void main() { |
| 137 gl_Position = matrix * a_position; |
| 138 y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x, |
| 139 a_texCoord.y); |
| 140 uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x, |
| 141 a_texCoord.y); |
| 142 }); |
| 143 break; |
| 144 case VERTEX_SHADER_POS_TEX: |
| 145 return SHADER( |
| 146 attribute vec4 a_position; |
| 147 attribute vec2 a_texCoord; |
| 148 uniform mat4 matrix; |
| 149 varying vec2 v_texCoord; |
| 150 void main() { |
| 151 gl_Position = matrix * a_position; |
| 152 v_texCoord = a_texCoord; |
| 153 }); |
| 154 break; |
| 155 case VERTEX_SHADER_POS_TEX_TRANSFORM: |
| 156 return SHADER( |
| 157 attribute vec4 a_position; |
| 158 attribute vec2 a_texCoord; |
| 159 uniform mat4 matrix; |
| 160 uniform vec4 texTransform; |
| 161 varying vec2 v_texCoord; |
| 162 void main() { |
| 163 gl_Position = matrix * a_position; |
| 164 v_texCoord = a_texCoord*texTransform.zw + texTransform.xy; |
| 165 }); |
| 166 break; |
| 167 case FRAGMENT_SHADER_YUV_VIDEO: |
| 168 return SHADER( |
| 169 #ifdef GL_ES |
| 170 precision mediump float; |
| 171 precision mediump int; |
| 172 #endif |
| 173 varying vec2 y_texCoord; |
| 174 varying vec2 uv_texCoord; |
| 175 uniform sampler2D y_texture; |
| 176 uniform sampler2D u_texture; |
| 177 uniform sampler2D v_texture; |
| 178 uniform float alpha; |
| 179 uniform vec3 yuv_adj; |
| 180 uniform mat3 cc_matrix; |
| 181 void main() { |
| 182 float y_raw = texture2D(y_texture, y_texCoord).x; |
| 183 float u_unsigned = texture2D(u_texture, uv_texCoord).x; |
| 184 float v_unsigned = texture2D(v_texture, uv_texCoord).x; |
| 185 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
| 186 vec3 rgb = cc_matrix * yuv; |
| 187 gl_FragColor = vec4(rgb, 1.0) * alpha; |
| 188 }); |
| 189 break; |
| 190 case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA: |
| 191 return SHADER( |
| 192 #ifdef GL_ES |
| 193 precision mediump float; |
| 194 #endif |
| 195 varying vec2 v_texCoord; |
| 196 uniform sampler2D s_texture; |
| 197 uniform float alpha; |
| 198 void main() { |
| 199 vec4 texColor = texture2D(s_texture, |
| 200 vec2(v_texCoord.x, 1.0 - v_texCoord.y)); |
| 201 gl_FragColor = vec4(texColor.x, |
| 202 texColor.y, |
| 203 texColor.z, |
| 204 texColor.w) * alpha; |
| 205 }); |
| 206 break; |
| 207 case FRAGMENT_SHADER_RGBA_TEX_ALPHA: |
| 208 return SHADER( |
| 209 #ifdef GL_ES |
| 210 precision mediump float; |
| 211 #endif |
| 212 varying vec2 v_texCoord; |
| 213 uniform sampler2D s_texture; |
| 214 uniform float alpha; |
| 215 void main() { |
| 216 vec4 texColor = texture2D(s_texture, v_texCoord); |
| 217 gl_FragColor = texColor * alpha; |
| 218 }); |
| 219 break; |
| 220 default: |
| 221 printf("Shader source requested for unknown shader\n"); |
| 222 return ""; |
| 223 } |
| 224 } |
| 225 |
| 226 int GetProgramIdx(ShaderID v, ShaderID f) { |
| 227 return v * SHADER_ID_MAX + f; |
| 228 } |
| 229 |
| 230 static void ReportAnyShaderCompilationErrors(GLuint shader, ShaderID id) { |
| 231 GLint status; |
| 232 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
| 233 if (status) |
| 234 return; |
| 235 // Get the length of the log string |
| 236 GLsizei length; |
| 237 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); |
| 238 scoped_array<GLchar> log(new GLchar[length+1]); |
| 239 glGetShaderInfoLog(shader, length, NULL, log.get()); |
| 240 LOG(ERROR) << log.get() << " in shader " << ShaderNameFromID(id); |
| 241 } |
| 242 |
| 243 static int ActivateShader(ShaderID v, ShaderID f, float* layer_transform) { |
| 244 int program_index = GetProgramIdx(v, f); |
| 245 if (!g_program_objects[program_index]) { |
| 246 g_program_objects[program_index] = glCreateProgramObjectARB(); |
| 247 GLenum vs = glCreateShaderObjectARB(GL_VERTEX_SHADER); |
| 248 GLenum fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER); |
| 249 const char* vs_source = GetShaderSource(v); |
| 250 const char* fs_source = GetShaderSource(f); |
| 251 glShaderSourceARB(vs, 1, &vs_source, 0); |
| 252 glShaderSourceARB(fs, 1, &fs_source, 0); |
| 253 glCompileShaderARB(vs); |
| 254 ReportAnyShaderCompilationErrors(vs, v); |
| 255 glCompileShaderARB(fs); |
| 256 ReportAnyShaderCompilationErrors(fs, f); |
| 257 glAttachObjectARB(g_program_objects[program_index], vs); |
| 258 glAttachObjectARB(g_program_objects[program_index], fs); |
| 259 glBindAttribLocationARB(g_program_objects[program_index], |
| 260 kPositionLocation, |
| 261 "a_position"); |
| 262 glBindAttribLocationARB(g_program_objects[program_index], |
| 263 kTexCoordLocation, |
| 264 "a_texCoord"); |
| 265 glLinkProgramARB(g_program_objects[program_index]); |
| 266 } |
| 267 if (g_active_index != program_index) |
| 268 glUseProgramObjectARB(g_program_objects[program_index]); |
| 269 g_active_index = program_index; |
| 270 |
| 271 g_current_layer_transform = layer_transform; |
| 272 |
| 273 return g_program_objects[program_index]; |
| 274 } |
| 275 |
| 276 void ConfigAndActivateShaderForNode(CCNode* n) { |
| 277 ShaderID vs = n->vertex_shader(); |
| 278 ShaderID fs = n->fragment_shader(); |
| 279 float* transform = n->transform(); |
| 280 int program = ActivateShader(vs, fs, transform); |
| 281 if (vs == VERTEX_SHADER_POS_TEX_YUV_STRETCH) { |
| 282 GLint y_scale = glGetUniformLocationARB(program, "y_widthScaleFactor"); |
| 283 GLint uv_scale = glGetUniformLocationARB(program, "uv_widthScaleFactor"); |
| 284 glUniform1fARB(y_scale, 1.0); |
| 285 glUniform1fARB(uv_scale, 1.0); |
| 286 } |
| 287 if (vs == VERTEX_SHADER_POS_TEX_TRANSFORM) { |
| 288 GLint texTrans = glGetUniformLocationARB(program, "texTransform"); |
| 289 glUniform4fARB(texTrans, 0.0, 0.0, 0.0, 0.0); |
| 290 } |
| 291 if (fs == FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA) { |
| 292 DCHECK_EQ(n->num_textures(), 1u); |
| 293 DCHECK_NE(n->texture(0)->texID, -1); |
| 294 glActiveTexture(GL_TEXTURE0); |
| 295 glBindTexture(GL_TEXTURE_2D, n->texture(0)->texID); |
| 296 int sTexLoc = glGetUniformLocationARB(program, "s_texture"); |
| 297 glUniform1iARB(sTexLoc, 0); |
| 298 } |
| 299 if (fs == FRAGMENT_SHADER_YUV_VIDEO) { |
| 300 DCHECK_EQ(n->num_textures(), 3u); |
| 301 DCHECK_NE(n->texture(0)->texID, -1); |
| 302 DCHECK_NE(n->texture(1)->texID, -1); |
| 303 DCHECK_NE(n->texture(2)->texID, -1); |
| 304 // Bind Y tex. |
| 305 glActiveTexture(GL_TEXTURE0); |
| 306 glBindTexture(GL_TEXTURE_2D, n->texture(0)->texID); |
| 307 int yTexLoc = glGetUniformLocationARB(program, "y_texture"); |
| 308 glUniform1iARB(yTexLoc, 0); |
| 309 // Bind U tex. |
| 310 glActiveTexture(GL_TEXTURE0 + 1); |
| 311 glBindTexture(GL_TEXTURE_2D, n->texture(1)->texID); |
| 312 int uTexLoc = glGetUniformLocationARB(program, "u_texture"); |
| 313 glUniform1iARB(uTexLoc, 1); |
| 314 // Bind V tex. |
| 315 glActiveTexture(GL_TEXTURE0 + 2); |
| 316 glBindTexture(GL_TEXTURE_2D, n->texture(2)->texID); |
| 317 int vTexLoc = glGetUniformLocationARB(program, "v_texture"); |
| 318 glUniform1iARB(vTexLoc, 2); |
| 319 // Set YUV offset. |
| 320 int yuvAdjLoc = glGetUniformLocationARB(program, "yuv_adj"); |
| 321 glUniform3fARB(yuvAdjLoc, -0.0625f, -0.5f, -0.5f); |
| 322 // Set YUV matrix. |
| 323 int ccMatLoc = glGetUniformLocationARB(program, "cc_matrix"); |
| 324 glUniformMatrix3fvARB(ccMatLoc, 1, false, yuv2RGB); |
| 325 } |
| 326 GLint alpha = glGetUniformLocationARB(program, "alpha"); |
| 327 glUniform1fARB(alpha, 0.9); |
| 328 } |
| 329 |
| 330 void ConfigAndActivateShaderForTiling(ContentLayerNode* n) { |
| 331 int program = ActivateShader(VERTEX_SHADER_POS_TEX_TRANSFORM, |
| 332 FRAGMENT_SHADER_RGBA_TEX_ALPHA, |
| 333 n->transform()); |
| 334 GLint texTrans = glGetUniformLocationARB(program, "texTransform"); |
| 335 glUniform4fARB(texTrans, 0.0, 0.0, 1.0, 1.0); |
| 336 GLint alpha = glGetUniformLocationARB(program, "alpha"); |
| 337 glUniform1fARB(alpha, 0.9); |
| 338 |
| 339 g_current_tile_layer_width = n->width(); |
| 340 g_current_tile_layer_height = n->height(); |
| 341 g_current_tile_width = n->tile_width(); |
| 342 g_current_tile_height = n->tile_height(); |
| 343 } |
| 344 |
| 345 void DeleteShaders() { |
| 346 g_active_index = -1; |
| 347 glUseProgramObjectARB(0); |
| 348 for (int i = 0; i < SHADER_ID_MAX*SHADER_ID_MAX; ++i) { |
| 349 if (g_program_objects[i]) { |
| 350 glDeleteObjectARB(g_program_objects[i]); |
| 351 } |
| 352 g_program_objects[i] = 0; |
| 353 } |
| 354 } |
| 355 |
| 356 void InitBuffers() { |
| 357 // Vertex positions and texture coordinates for the 4 corners of a 1x1 quad. |
| 358 float vertices[] = { -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, |
| 359 -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, |
| 360 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, |
| 361 0.5f, 0.5f, 0.0f, 1.0f, 1.0f }; |
| 362 uint16_t indices[] = { 0, 1, 2, 0, 2, 3}; |
| 363 |
| 364 glGenBuffers(1, &g_quad_vertices_vbo); |
| 365 glGenBuffers(1, &g_quad_elements_vbo); |
| 366 glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo); |
| 367 glBufferData(GL_ARRAY_BUFFER, |
| 368 sizeof(vertices), |
| 369 vertices, |
| 370 GL_STATIC_DRAW); |
| 371 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo); |
| 372 glBufferData(GL_ELEMENT_ARRAY_BUFFER, |
| 373 sizeof(indices), |
| 374 indices, |
| 375 GL_STATIC_DRAW); |
| 376 } |
| 377 |
| 378 void BeginFrame() { |
| 379 glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo); |
| 380 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo); |
| 381 unsigned offset = 0; |
| 382 glVertexAttribPointer(kPositionLocation, |
| 383 3, |
| 384 GL_FLOAT, |
| 385 false, |
| 386 5 * sizeof(float), |
| 387 reinterpret_cast<void*>(offset)); |
| 388 offset += 3 * sizeof(float); |
| 389 glVertexAttribPointer(kTexCoordLocation, |
| 390 2, |
| 391 GL_FLOAT, |
| 392 false, |
| 393 5 * sizeof(float), |
| 394 reinterpret_cast<void*>(offset)); |
| 395 glEnableVertexAttribArray(kPositionLocation); |
| 396 glEnableVertexAttribArray(kTexCoordLocation); |
| 397 } |
| 398 |
| 399 void DrawQuad(float width, float height) { |
| 400 float mv_transform[16]; |
| 401 float proj_transform[16]; |
| 402 Scale(g_current_layer_transform, mv_transform, width, height, 1.0); |
| 403 Project(mv_transform, proj_transform); |
| 404 GLint mat = glGetUniformLocationARB(g_program_objects[g_active_index], |
| 405 "matrix"); |
| 406 glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform); |
| 407 |
| 408 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| 409 } |
| 410 |
| 411 void DrawTileQuad(GLuint texID, int x, int y) { |
| 412 float left = g_current_tile_width*x; |
| 413 float top = g_current_tile_height*y; |
| 414 if (left > g_current_tile_layer_width || top > g_current_tile_layer_height) |
| 415 return; |
| 416 |
| 417 float right = min(left+g_current_tile_width, g_current_tile_layer_width); |
| 418 float bottom = min(top+g_current_tile_height, g_current_tile_layer_height); |
| 419 float width = right-left; |
| 420 float height = bottom-top; |
| 421 |
| 422 int prog = g_program_objects[g_active_index]; |
| 423 |
| 424 // Scale the texture if the full tile rectangle doesn't get drawn. |
| 425 float u_scale = width / g_current_tile_width; |
| 426 float v_scale = height / g_current_tile_height; |
| 427 GLint texTrans = glGetUniformLocationARB(prog, "texTransform"); |
| 428 glUniform4fARB(texTrans, 0.0, 0.0, u_scale, v_scale); |
| 429 |
| 430 glActiveTexture(GL_TEXTURE0); |
| 431 glBindTexture(GL_TEXTURE_2D, texID); |
| 432 int texLoc = glGetUniformLocationARB(prog, "s_texture"); |
| 433 glUniform1iARB(texLoc, 0); |
| 434 |
| 435 float mv_transform[16]; |
| 436 float proj_transform[16]; |
| 437 Scale(g_current_layer_transform, mv_transform, width, height, 1.0); |
| 438 |
| 439 // We have to position the tile by its center. |
| 440 float center_x = (left+right)/2 - g_current_tile_layer_width/2; |
| 441 float center_y = (top+bottom)/2 - g_current_tile_layer_height/2; |
| 442 TranslateInPlace(mv_transform, center_x, center_y, 0.0); |
| 443 |
| 444 Project(mv_transform, proj_transform); |
| 445 GLint mat = glGetUniformLocationARB(prog, "matrix"); |
| 446 glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform); |
| 447 |
| 448 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| 449 } |
| 450 |
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