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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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