Index: gpu/tools/compositor_model_bench/shaders.cc |
=================================================================== |
--- gpu/tools/compositor_model_bench/shaders.cc (revision 98709) |
+++ gpu/tools/compositor_model_bench/shaders.cc (working copy) |
@@ -1,450 +0,0 @@ |
-// 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); |
-} |
- |