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

Issue 7792016: Revert 98706 - Initial checkin of the compositor_model_bench tool (Closed) Base URL: svn://svn.chromium.org/chrome/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 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);
-}
-
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