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Unified Diff: gpu/tools/compositor_model_bench/shaders.cc

Issue 7718020: Initial checkin of the compositor_model_bench tool, which simulates the GPU demands of Chromium's... (Closed) Base URL: http://src.chromium.org/svn/trunk/src/
Patch Set: '' Created 9 years, 4 months ago
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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);
+}
+
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