| Index: gpu/tools/compositor_model_bench/shaders.cc
|
| diff --git a/gpu/tools/compositor_model_bench/shaders.cc b/gpu/tools/compositor_model_bench/shaders.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..5b8c63bb9c0ea08fe75f9f512e6ceb4c3a600a69
|
| --- /dev/null
|
| +++ b/gpu/tools/compositor_model_bench/shaders.cc
|
| @@ -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);
|
| +}
|
| +
|
|
|