Index: gpu/tools/compositor_model_bench/shaders.cc |
=================================================================== |
--- gpu/tools/compositor_model_bench/shaders.cc (revision 0) |
+++ gpu/tools/compositor_model_bench/shaders.cc (revision 0) |
@@ -0,0 +1,450 @@ |
+// Copyright (c) 2011 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#include "gpu/tools/compositor_model_bench/shaders.h" |
+ |
+#include <algorithm> |
+ |
+#include "gpu/tools/compositor_model_bench/render_model_utils.h" |
+#include "gpu/tools/compositor_model_bench/render_tree.h" |
+ |
+using std::min; |
+ |
+static const int kPositionLocation = 0; |
+static const int kTexCoordLocation = 1; |
+ |
+static unsigned g_quad_vertices_vbo; |
+static unsigned g_quad_elements_vbo; |
+ |
+// Store a pointer to the transform matrix of the active layer (the complete |
+// transform isn't build until we draw the quad; then we can apply |
+// translation/scaling/projection) |
+static float* g_current_layer_transform; |
+ |
+// In addition to the transform, store other useful information about tiled |
+// layers that we'll need to render each tile's quad |
+static float g_current_tile_layer_width; |
+static float g_current_tile_layer_height; |
+static float g_current_tile_width; |
+static float g_current_tile_height; |
+ |
+static const float yuv2RGB[9] = { |
+ 1.164f, 1.164f, 1.164f, |
+ 0.f, -.391f, 2.018f, |
+ 1.596f, -.813f, 0.f |
+}; |
+ |
+// Store shader programs in a sparse array so that they can be addressed easily. |
+static int g_program_objects[SHADER_ID_MAX*SHADER_ID_MAX]; |
+static int g_active_index = -1; |
+ |
+/////////////////////////////////////////////////////////////////////////////// |
+// L R B T N F |
+// glOrtho(0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, -1, 1); // column major |
+ |
+static float g_projection_matrix[] = { |
+ 2.0 / WINDOW_WIDTH, 0.0, 0.0, 0.0, |
+ 0.0, 2.0 / -WINDOW_HEIGHT, 0.0, 0.0, |
+ 0.0, 0.0, -1.0, 0.0, |
+ -1.0, 1.0, 0.0, 1.0 |
+}; |
+ |
+#define ADDR(i, j) (i*4 + j) /* column major */ |
+static void Project(const float* v, float* p) { |
+ for (int i = 0; i < 4; ++i) { |
+ for (int j = 0; j < 4; ++j) { |
+ p[ADDR(i, j)] = 0; |
+ for (int k = 0; k < 4; ++k) { |
+ p[ADDR(i, j)] += g_projection_matrix[ADDR(k, i)] * v[ADDR(j, k)]; |
+ } |
+ } |
+ } |
+} |
+ |
+static void Scale(const float* in, float* out, float sx, float sy, float sz) { |
+ for (int i = 0; i < 4; ++i) |
+ out[i] = in[i] * sx; |
+ for (int j = 4; j < 8; ++j) |
+ out[j] = in[j] * sy; |
+ for (int k = 8; k < 12; ++k) |
+ out[k] = in[k] * sz; |
+ for (int l = 12; l < 16; ++l) |
+ out[l] = in[l]; |
+} |
+ |
+static void TranslateInPlace(float* m, float tx, float ty, float tz) { |
+ m[12] += tx; |
+ m[13] += ty; |
+ m[14] += tz; |
+} |
+ |
+/////////////////////////////////////////////////////////////////////////////// |
+ |
+ShaderID ShaderIDFromString(std::string name) { |
+ if (name == "VertexShaderPosTexYUVStretch") |
+ return VERTEX_SHADER_POS_TEX_YUV_STRETCH; |
+ if (name == "VertexShaderPosTex") |
+ return VERTEX_SHADER_POS_TEX; |
+ if (name == "VertexShaderPosTexTransform") |
+ return VERTEX_SHADER_POS_TEX_TRANSFORM; |
+ if (name == "FragmentShaderYUVVideo") |
+ return FRAGMENT_SHADER_YUV_VIDEO; |
+ if (name == "FragmentShaderRGBATexFlipAlpha") |
+ return FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA; |
+ if (name == "FragmentShaderRGBATexAlpha") |
+ return FRAGMENT_SHADER_RGBA_TEX_ALPHA; |
+ return SHADER_UNRECOGNIZED; |
+} |
+ |
+std::string ShaderNameFromID(ShaderID id) { |
+ switch (id) { |
+ case VERTEX_SHADER_POS_TEX_YUV_STRETCH: |
+ return "VertexShaderPosTexYUVStretch"; |
+ case VERTEX_SHADER_POS_TEX: |
+ return "VertexShaderPosTex"; |
+ case VERTEX_SHADER_POS_TEX_TRANSFORM: |
+ return "VertexShaderPosTexTransform"; |
+ case FRAGMENT_SHADER_YUV_VIDEO: |
+ return "FragmentShaderYUVVideo"; |
+ case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA: |
+ return "FragmentShaderRGBATexFlipAlpha"; |
+ case FRAGMENT_SHADER_RGBA_TEX_ALPHA: |
+ return "FragmentShaderRGBATexAlpha"; |
+ default: |
+ return "(unknown shader)"; |
+ } |
+} |
+ |
+#define SHADER0(Src) #Src |
+#define SHADER(Src) SHADER0(Src) |
+ |
+const char* GetShaderSource(ShaderID shader) { |
+ switch (shader) { |
+ case VERTEX_SHADER_POS_TEX_YUV_STRETCH: |
+ return SHADER( |
+ #ifdef GL_ES |
+ precision mediump float; |
+ #endif |
+ attribute vec4 a_position; |
+ attribute vec2 a_texCoord; |
+ uniform mat4 matrix; |
+ varying vec2 y_texCoord; |
+ varying vec2 uv_texCoord; |
+ uniform float y_widthScaleFactor; |
+ uniform float uv_widthScaleFactor; |
+ void main() { |
+ gl_Position = matrix * a_position; |
+ y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x, |
+ a_texCoord.y); |
+ uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x, |
+ a_texCoord.y); |
+ }); |
+ break; |
+ case VERTEX_SHADER_POS_TEX: |
+ return SHADER( |
+ attribute vec4 a_position; |
+ attribute vec2 a_texCoord; |
+ uniform mat4 matrix; |
+ varying vec2 v_texCoord; |
+ void main() { |
+ gl_Position = matrix * a_position; |
+ v_texCoord = a_texCoord; |
+ }); |
+ break; |
+ case VERTEX_SHADER_POS_TEX_TRANSFORM: |
+ return SHADER( |
+ attribute vec4 a_position; |
+ attribute vec2 a_texCoord; |
+ uniform mat4 matrix; |
+ uniform vec4 texTransform; |
+ varying vec2 v_texCoord; |
+ void main() { |
+ gl_Position = matrix * a_position; |
+ v_texCoord = a_texCoord*texTransform.zw + texTransform.xy; |
+ }); |
+ break; |
+ case FRAGMENT_SHADER_YUV_VIDEO: |
+ return SHADER( |
+ #ifdef GL_ES |
+ precision mediump float; |
+ precision mediump int; |
+ #endif |
+ varying vec2 y_texCoord; |
+ varying vec2 uv_texCoord; |
+ uniform sampler2D y_texture; |
+ uniform sampler2D u_texture; |
+ uniform sampler2D v_texture; |
+ uniform float alpha; |
+ uniform vec3 yuv_adj; |
+ uniform mat3 cc_matrix; |
+ void main() { |
+ float y_raw = texture2D(y_texture, y_texCoord).x; |
+ float u_unsigned = texture2D(u_texture, uv_texCoord).x; |
+ float v_unsigned = texture2D(v_texture, uv_texCoord).x; |
+ vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
+ vec3 rgb = cc_matrix * yuv; |
+ gl_FragColor = vec4(rgb, 1.0) * alpha; |
+ }); |
+ break; |
+ case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA: |
+ return SHADER( |
+ #ifdef GL_ES |
+ precision mediump float; |
+ #endif |
+ varying vec2 v_texCoord; |
+ uniform sampler2D s_texture; |
+ uniform float alpha; |
+ void main() { |
+ vec4 texColor = texture2D(s_texture, |
+ vec2(v_texCoord.x, 1.0 - v_texCoord.y)); |
+ gl_FragColor = vec4(texColor.x, |
+ texColor.y, |
+ texColor.z, |
+ texColor.w) * alpha; |
+ }); |
+ break; |
+ case FRAGMENT_SHADER_RGBA_TEX_ALPHA: |
+ return SHADER( |
+ #ifdef GL_ES |
+ precision mediump float; |
+ #endif |
+ varying vec2 v_texCoord; |
+ uniform sampler2D s_texture; |
+ uniform float alpha; |
+ void main() { |
+ vec4 texColor = texture2D(s_texture, v_texCoord); |
+ gl_FragColor = texColor * alpha; |
+ }); |
+ break; |
+ default: |
+ printf("Shader source requested for unknown shader\n"); |
+ return ""; |
+ } |
+} |
+ |
+int GetProgramIdx(ShaderID v, ShaderID f) { |
+ return v * SHADER_ID_MAX + f; |
+} |
+ |
+static void ReportAnyShaderCompilationErrors(GLuint shader, ShaderID id) { |
+ GLint status; |
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
+ if (status) |
+ return; |
+ // Get the length of the log string |
+ GLsizei length; |
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); |
+ scoped_array<GLchar> log(new GLchar[length+1]); |
+ glGetShaderInfoLog(shader, length, NULL, log.get()); |
+ LOG(ERROR) << log.get() << " in shader " << ShaderNameFromID(id); |
+} |
+ |
+static int ActivateShader(ShaderID v, ShaderID f, float* layer_transform) { |
+ int program_index = GetProgramIdx(v, f); |
+ if (!g_program_objects[program_index]) { |
+ g_program_objects[program_index] = glCreateProgramObjectARB(); |
+ GLenum vs = glCreateShaderObjectARB(GL_VERTEX_SHADER); |
+ GLenum fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER); |
+ const char* vs_source = GetShaderSource(v); |
+ const char* fs_source = GetShaderSource(f); |
+ glShaderSourceARB(vs, 1, &vs_source, 0); |
+ glShaderSourceARB(fs, 1, &fs_source, 0); |
+ glCompileShaderARB(vs); |
+ ReportAnyShaderCompilationErrors(vs, v); |
+ glCompileShaderARB(fs); |
+ ReportAnyShaderCompilationErrors(fs, f); |
+ glAttachObjectARB(g_program_objects[program_index], vs); |
+ glAttachObjectARB(g_program_objects[program_index], fs); |
+ glBindAttribLocationARB(g_program_objects[program_index], |
+ kPositionLocation, |
+ "a_position"); |
+ glBindAttribLocationARB(g_program_objects[program_index], |
+ kTexCoordLocation, |
+ "a_texCoord"); |
+ glLinkProgramARB(g_program_objects[program_index]); |
+ } |
+ if (g_active_index != program_index) |
+ glUseProgramObjectARB(g_program_objects[program_index]); |
+ g_active_index = program_index; |
+ |
+ g_current_layer_transform = layer_transform; |
+ |
+ return g_program_objects[program_index]; |
+} |
+ |
+void ConfigAndActivateShaderForNode(CCNode* n) { |
+ ShaderID vs = n->vertex_shader(); |
+ ShaderID fs = n->fragment_shader(); |
+ float* transform = n->transform(); |
+ int program = ActivateShader(vs, fs, transform); |
+ if (vs == VERTEX_SHADER_POS_TEX_YUV_STRETCH) { |
+ GLint y_scale = glGetUniformLocationARB(program, "y_widthScaleFactor"); |
+ GLint uv_scale = glGetUniformLocationARB(program, "uv_widthScaleFactor"); |
+ glUniform1fARB(y_scale, 1.0); |
+ glUniform1fARB(uv_scale, 1.0); |
+ } |
+ if (vs == VERTEX_SHADER_POS_TEX_TRANSFORM) { |
+ GLint texTrans = glGetUniformLocationARB(program, "texTransform"); |
+ glUniform4fARB(texTrans, 0.0, 0.0, 0.0, 0.0); |
+ } |
+ if (fs == FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA) { |
+ DCHECK_EQ(n->num_textures(), 1u); |
+ DCHECK_NE(n->texture(0)->texID, -1); |
+ glActiveTexture(GL_TEXTURE0); |
+ glBindTexture(GL_TEXTURE_2D, n->texture(0)->texID); |
+ int sTexLoc = glGetUniformLocationARB(program, "s_texture"); |
+ glUniform1iARB(sTexLoc, 0); |
+ } |
+ if (fs == FRAGMENT_SHADER_YUV_VIDEO) { |
+ DCHECK_EQ(n->num_textures(), 3u); |
+ DCHECK_NE(n->texture(0)->texID, -1); |
+ DCHECK_NE(n->texture(1)->texID, -1); |
+ DCHECK_NE(n->texture(2)->texID, -1); |
+ // Bind Y tex. |
+ glActiveTexture(GL_TEXTURE0); |
+ glBindTexture(GL_TEXTURE_2D, n->texture(0)->texID); |
+ int yTexLoc = glGetUniformLocationARB(program, "y_texture"); |
+ glUniform1iARB(yTexLoc, 0); |
+ // Bind U tex. |
+ glActiveTexture(GL_TEXTURE0 + 1); |
+ glBindTexture(GL_TEXTURE_2D, n->texture(1)->texID); |
+ int uTexLoc = glGetUniformLocationARB(program, "u_texture"); |
+ glUniform1iARB(uTexLoc, 1); |
+ // Bind V tex. |
+ glActiveTexture(GL_TEXTURE0 + 2); |
+ glBindTexture(GL_TEXTURE_2D, n->texture(2)->texID); |
+ int vTexLoc = glGetUniformLocationARB(program, "v_texture"); |
+ glUniform1iARB(vTexLoc, 2); |
+ // Set YUV offset. |
+ int yuvAdjLoc = glGetUniformLocationARB(program, "yuv_adj"); |
+ glUniform3fARB(yuvAdjLoc, -0.0625f, -0.5f, -0.5f); |
+ // Set YUV matrix. |
+ int ccMatLoc = glGetUniformLocationARB(program, "cc_matrix"); |
+ glUniformMatrix3fvARB(ccMatLoc, 1, false, yuv2RGB); |
+ } |
+ GLint alpha = glGetUniformLocationARB(program, "alpha"); |
+ glUniform1fARB(alpha, 0.9); |
+} |
+ |
+void ConfigAndActivateShaderForTiling(ContentLayerNode* n) { |
+ int program = ActivateShader(VERTEX_SHADER_POS_TEX_TRANSFORM, |
+ FRAGMENT_SHADER_RGBA_TEX_ALPHA, |
+ n->transform()); |
+ GLint texTrans = glGetUniformLocationARB(program, "texTransform"); |
+ glUniform4fARB(texTrans, 0.0, 0.0, 1.0, 1.0); |
+ GLint alpha = glGetUniformLocationARB(program, "alpha"); |
+ glUniform1fARB(alpha, 0.9); |
+ |
+ g_current_tile_layer_width = n->width(); |
+ g_current_tile_layer_height = n->height(); |
+ g_current_tile_width = n->tile_width(); |
+ g_current_tile_height = n->tile_height(); |
+} |
+ |
+void DeleteShaders() { |
+ g_active_index = -1; |
+ glUseProgramObjectARB(0); |
+ for (int i = 0; i < SHADER_ID_MAX*SHADER_ID_MAX; ++i) { |
+ if (g_program_objects[i]) { |
+ glDeleteObjectARB(g_program_objects[i]); |
+ } |
+ g_program_objects[i] = 0; |
+ } |
+} |
+ |
+void InitBuffers() { |
+ // Vertex positions and texture coordinates for the 4 corners of a 1x1 quad. |
+ float vertices[] = { -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, |
+ -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, |
+ 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, |
+ 0.5f, 0.5f, 0.0f, 1.0f, 1.0f }; |
+ uint16_t indices[] = { 0, 1, 2, 0, 2, 3}; |
+ |
+ glGenBuffers(1, &g_quad_vertices_vbo); |
+ glGenBuffers(1, &g_quad_elements_vbo); |
+ glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo); |
+ glBufferData(GL_ARRAY_BUFFER, |
+ sizeof(vertices), |
+ vertices, |
+ GL_STATIC_DRAW); |
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo); |
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, |
+ sizeof(indices), |
+ indices, |
+ GL_STATIC_DRAW); |
+} |
+ |
+void BeginFrame() { |
+ glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo); |
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo); |
+ unsigned offset = 0; |
+ glVertexAttribPointer(kPositionLocation, |
+ 3, |
+ GL_FLOAT, |
+ false, |
+ 5 * sizeof(float), |
+ reinterpret_cast<void*>(offset)); |
+ offset += 3 * sizeof(float); |
+ glVertexAttribPointer(kTexCoordLocation, |
+ 2, |
+ GL_FLOAT, |
+ false, |
+ 5 * sizeof(float), |
+ reinterpret_cast<void*>(offset)); |
+ glEnableVertexAttribArray(kPositionLocation); |
+ glEnableVertexAttribArray(kTexCoordLocation); |
+} |
+ |
+void DrawQuad(float width, float height) { |
+ float mv_transform[16]; |
+ float proj_transform[16]; |
+ Scale(g_current_layer_transform, mv_transform, width, height, 1.0); |
+ Project(mv_transform, proj_transform); |
+ GLint mat = glGetUniformLocationARB(g_program_objects[g_active_index], |
+ "matrix"); |
+ glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform); |
+ |
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
+} |
+ |
+void DrawTileQuad(GLuint texID, int x, int y) { |
+ float left = g_current_tile_width*x; |
+ float top = g_current_tile_height*y; |
+ if (left > g_current_tile_layer_width || top > g_current_tile_layer_height) |
+ return; |
+ |
+ float right = min(left+g_current_tile_width, g_current_tile_layer_width); |
+ float bottom = min(top+g_current_tile_height, g_current_tile_layer_height); |
+ float width = right-left; |
+ float height = bottom-top; |
+ |
+ int prog = g_program_objects[g_active_index]; |
+ |
+ // Scale the texture if the full tile rectangle doesn't get drawn. |
+ float u_scale = width / g_current_tile_width; |
+ float v_scale = height / g_current_tile_height; |
+ GLint texTrans = glGetUniformLocationARB(prog, "texTransform"); |
+ glUniform4fARB(texTrans, 0.0, 0.0, u_scale, v_scale); |
+ |
+ glActiveTexture(GL_TEXTURE0); |
+ glBindTexture(GL_TEXTURE_2D, texID); |
+ int texLoc = glGetUniformLocationARB(prog, "s_texture"); |
+ glUniform1iARB(texLoc, 0); |
+ |
+ float mv_transform[16]; |
+ float proj_transform[16]; |
+ Scale(g_current_layer_transform, mv_transform, width, height, 1.0); |
+ |
+ // We have to position the tile by its center. |
+ float center_x = (left+right)/2 - g_current_tile_layer_width/2; |
+ float center_y = (top+bottom)/2 - g_current_tile_layer_height/2; |
+ TranslateInPlace(mv_transform, center_x, center_y, 0.0); |
+ |
+ Project(mv_transform, proj_transform); |
+ GLint mat = glGetUniformLocationARB(prog, "matrix"); |
+ glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform); |
+ |
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
+} |
+ |