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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 // @gyp_namespace(ui_surface) | 5 // @gyp_namespace(ui_surface) |
6 // Compiles into C++ as 'accelerated_surface_transformer_win_hlsl_compiled.h' | 6 // Compiles into C++ as 'accelerated_surface_transformer_win_hlsl_compiled.h' |
7 | 7 |
8 struct Vertex { | 8 struct Vertex { |
9 float4 position : POSITION; | 9 float4 position : POSITION; |
10 float2 texCoord : TEXCOORD0; | 10 float2 texCoord : TEXCOORD0; |
11 }; | 11 }; |
12 | 12 |
13 texture t; | 13 texture t; |
14 sampler s; | 14 sampler s; |
15 | 15 |
| 16 extern uniform float2 kRenderTargetSize : c0; |
| 17 extern uniform float2 kTextureScale : c1; |
| 18 |
16 // @gyp_compile(vs_2_0, vsOneTexture) | 19 // @gyp_compile(vs_2_0, vsOneTexture) |
17 // | 20 // |
18 // Passes a position and texture coordinate to the pixel shader. | 21 // Passes a position and texture coordinate to the pixel shader. |
19 Vertex vsOneTexture(Vertex input) { | 22 Vertex vsOneTexture(Vertex input) { |
| 23 // Texture scale is typically just 1 (to do nothing) or -1 (to flip). |
| 24 input.texCoord = ((2 * (input.texCoord - 0.5) * kTextureScale) + 1) / 2; |
| 25 input.position.x += -1 / kRenderTargetSize.x; |
| 26 input.position.y += 1 / kRenderTargetSize.y; |
20 return input; | 27 return input; |
21 }; | 28 }; |
22 | 29 |
23 // @gyp_compile(ps_2_0, psOneTexture) | 30 // @gyp_compile(ps_2_0, psOneTexture) |
24 // | 31 // |
25 // Samples a texture at the given texture coordinate and returns the result. | 32 // Samples a texture at the given texture coordinate and returns the result. |
26 float4 psOneTexture(float2 texCoord : TEXCOORD0) : COLOR0 { | 33 float4 psOneTexture(float2 texCoord : TEXCOORD0) : COLOR0 { |
27 return tex2D(s, texCoord); | 34 return tex2D(s, texCoord); |
28 }; | 35 }; |
| 36 |
| 37 // Return |value| rounded up to the nearest multiple of |multiple|. |
| 38 float alignTo(float value, float multiple) { |
| 39 // |multiple| is usually a compile-time constant; this check allows |
| 40 // the compiler to avoid the fmod when possible. |
| 41 if (multiple == 1) |
| 42 return value; |
| 43 |
| 44 // Biasing the value provides numeric stability. We expect |value| to |
| 45 // be an integer; this prevents 4.001 from being rounded up to 8. |
| 46 float biased_value = value - 0.5; |
| 47 return biased_value + multiple - fmod(biased_value, multiple); |
| 48 } |
| 49 |
| 50 float4 packForByteOrder(float4 value) { |
| 51 return value.bgra; |
| 52 } |
| 53 |
| 54 // Adjust the input vertex to address the correct range of texels. This depends |
| 55 // on the value of the shader constant |kRenderTargetSize|, as well as an |
| 56 // alignment factor |align| that effectively specifies the footprint of the |
| 57 // texel samples done by this shader pass, and is used to correct when that |
| 58 // footprint size doesn't align perfectly with the actual input size. |
| 59 Vertex adjustForAlignmentAndPacking(Vertex vtx, float2 align) { |
| 60 float src_width = kRenderTargetSize.x; |
| 61 float src_height = kRenderTargetSize.y; |
| 62 |
| 63 // Because our caller expects to be sampling |align.x| many pixels from src at |
| 64 // a time, if src's width isn't evenly divisible by |align.x|, it is necessary |
| 65 // to pretend that the source is slightly bigger than it is. |
| 66 float bloated_src_width = alignTo(src_width, align.x); |
| 67 float bloated_src_height = alignTo(src_height, align.y); |
| 68 |
| 69 // When bloated_src_width != src_width, we'll adjust the texture coordinates |
| 70 // to sample past the edge of the vtx; clamping will produce extra copies of |
| 71 // the last row. |
| 72 float texture_x_scale = bloated_src_width / src_width; |
| 73 float texture_y_scale = bloated_src_height / src_height; |
| 74 |
| 75 // Adjust positions so that we're addressing full fragments in the output, per |
| 76 // the top-left filling convention. The shifts would be equivalent to |
| 77 // 1/dst_width and 1/dst_height, if we were to calculate those explicitly. |
| 78 vtx.position.x -= align.x / bloated_src_width; |
| 79 vtx.position.y += align.y / bloated_src_height; |
| 80 |
| 81 // Apply the texture scale |
| 82 vtx.texCoord.x *= texture_x_scale; |
| 83 vtx.texCoord.y *= texture_y_scale; |
| 84 |
| 85 return vtx; |
| 86 } |
| 87 |
| 88 /////////////////////////////////////////////////////////////////////// |
| 89 // RGB24 to YV12 in two passes; writing two 8888 targets each pass. |
| 90 // |
| 91 // YV12 is full-resolution luma and half-resolution blue/red chroma. |
| 92 // |
| 93 // (original) |
| 94 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 95 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 96 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 97 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 98 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 99 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 100 // | |
| 101 // | (y plane) (temporary) |
| 102 // | YYYY YYYY UVUV UVUV |
| 103 // +--> { YYYY YYYY + UVUV UVUV } |
| 104 // YYYY YYYY UVUV UVUV |
| 105 // First YYYY YYYY UVUV UVUV |
| 106 // pass YYYY YYYY UVUV UVUV |
| 107 // YYYY YYYY UVUV UVUV |
| 108 // | |
| 109 // | (u plane) (v plane) |
| 110 // Second | UUUU VVVV |
| 111 // pass +--> { UUUU + VVVV } |
| 112 // UUUU VVVV |
| 113 // |
| 114 /////////////////////////////////////////////////////////////////////// |
| 115 |
| 116 // Phase one of RGB24->YV12 conversion: vsFetch4Pixels/psConvertRGBtoY8UV44 |
| 117 // |
| 118 // @gyp_compile(vs_2_0, vsFetch4Pixels) |
| 119 // @gyp_compile(ps_2_0, psConvertRGBtoY8UV44) |
| 120 // |
| 121 // Writes four source pixels at a time to a full-size Y plane and a half-width |
| 122 // interleaved UV plane. After execution, the Y plane is complete but the UV |
| 123 // planes still need to be de-interleaved and vertically scaled. |
| 124 // |
| 125 void vsFetch4Pixels(in Vertex vertex, |
| 126 out float4 position : POSITION, |
| 127 out float2 texCoord0 : TEXCOORD0, |
| 128 out float2 texCoord1 : TEXCOORD1, |
| 129 out float2 texCoord2 : TEXCOORD2, |
| 130 out float2 texCoord3 : TEXCOORD3) { |
| 131 Vertex adjusted = adjustForAlignmentAndPacking(vertex, float2(4, 1)); |
| 132 |
| 133 // Set up four taps, aligned to texel centers if the src's true size is |
| 134 // |kRenderTargetSize|, and doing bilinear interpolation otherwise. |
| 135 float2 one_texel_x = float2(1 / kRenderTargetSize.x, 0); |
| 136 position = adjusted.position; |
| 137 texCoord0 = adjusted.texCoord - 1.5f * one_texel_x; |
| 138 texCoord1 = adjusted.texCoord - 0.5f * one_texel_x; |
| 139 texCoord2 = adjusted.texCoord + 0.5f * one_texel_x; |
| 140 texCoord3 = adjusted.texCoord + 1.5f * one_texel_x; |
| 141 }; |
| 142 |
| 143 struct YV16QuadPixel |
| 144 { |
| 145 float4 YYYY : COLOR0; |
| 146 float4 UUVV : COLOR1; |
| 147 }; |
| 148 |
| 149 // Color conversion constants. |
| 150 static const float3x1 rgb_to_y = float3x1( +0.257f, +0.504f, +0.098f ); |
| 151 static const float3x1 rgb_to_u = float3x1( -0.148f, -0.291f, +0.439f ); |
| 152 static const float3x1 rgb_to_v = float3x1( +0.439f, -0.368f, -0.071f ); |
| 153 static const float y_bias = 0.0625f; |
| 154 static const float uv_bias = 0.5f; |
| 155 |
| 156 YV16QuadPixel psConvertRGBtoY8UV44(float2 texCoord0 : TEXCOORD0, |
| 157 float2 texCoord1 : TEXCOORD1, |
| 158 float2 texCoord2 : TEXCOORD2, |
| 159 float2 texCoord3 : TEXCOORD3) { |
| 160 // Load the four texture samples into a matrix. |
| 161 float4x3 rgb_quad_pixel = float4x3(tex2D(s, texCoord0).rgb, |
| 162 tex2D(s, texCoord1).rgb, |
| 163 tex2D(s, texCoord2).rgb, |
| 164 tex2D(s, texCoord3).rgb); |
| 165 |
| 166 // RGB -> Y conversion (x4). |
| 167 float4 yyyy = mul(rgb_quad_pixel, rgb_to_y) + y_bias; |
| 168 |
| 169 // Average adjacent texture samples while converting RGB->UV. This is the same |
| 170 // as color converting then averaging, but slightly less math. These values |
| 171 // will be in the range [-0.439f, +0.439f] and still need to have the bias |
| 172 // term applied. |
| 173 float2x3 rgb_double_pixel = float2x3(rgb_quad_pixel[0] + rgb_quad_pixel[1], |
| 174 rgb_quad_pixel[2] + rgb_quad_pixel[3]); |
| 175 float2 uu = mul(rgb_double_pixel, rgb_to_u / 2); |
| 176 float2 vv = mul(rgb_double_pixel, rgb_to_v / 2); |
| 177 |
| 178 // Package the result to account for BGRA byte ordering. |
| 179 YV16QuadPixel result; |
| 180 result.YYYY = packForByteOrder(yyyy); |
| 181 result.UUVV.xyzw = float4(uu, vv) + uv_bias; // Apply uv bias. |
| 182 return result; |
| 183 }; |
| 184 |
| 185 // Phase two of RGB24->YV12 conversion: vsFetch2Pixels/psConvertUV44toU2V2 |
| 186 // |
| 187 // @gyp_compile(vs_2_0, vsFetch2Pixels) |
| 188 // @gyp_compile(ps_2_0, psConvertUV44toU2V2) |
| 189 // |
| 190 // Deals with UV only. Input is interleaved UV pixels, already scaled |
| 191 // horizontally, packed two per RGBA texel. Output is two color planes U and V, |
| 192 // packed four to a RGBA pixel. |
| 193 // |
| 194 // Vertical scaling happens via a half-texel offset and bilinear interpolation |
| 195 // during texture sampling. |
| 196 void vsFetch2Pixels(in Vertex vertex, |
| 197 out float4 position : POSITION, |
| 198 out float2 texCoord0 : TEXCOORD0, |
| 199 out float2 texCoord1 : TEXCOORD1) { |
| 200 // We fetch two texels in the horizontal direction, and scale by 2 in the |
| 201 // vertical direction. |
| 202 Vertex adjusted = adjustForAlignmentAndPacking(vertex, float2(2, 2)); |
| 203 |
| 204 // Setup the two texture coordinates. No need to adjust texCoord.y; it's |
| 205 // already at the mid-way point between the two rows. Horizontally, we'll |
| 206 // fetch two texels so that we have enough data to fill our output. |
| 207 float2 one_texel_x = float2(1 / kRenderTargetSize.x, 0); |
| 208 position = adjusted.position; |
| 209 texCoord0 = adjusted.texCoord - 0.5f * one_texel_x; |
| 210 texCoord1 = adjusted.texCoord + 0.5f * one_texel_x; |
| 211 }; |
| 212 |
| 213 struct UV8QuadPixel { |
| 214 float4 UUUU : COLOR0; |
| 215 float4 VVVV : COLOR1; |
| 216 }; |
| 217 |
| 218 UV8QuadPixel psConvertUV44toU2V2(float2 texCoord0 : TEXCOORD0, |
| 219 float2 texCoord1 : TEXCOORD1) { |
| 220 // We're just sampling two pixels and unswizzling them. There's no need to do |
| 221 // vertical scaling with math, since bilinear interpolation in the sampler |
| 222 // takes care of that. |
| 223 float4 lo_uuvv = tex2D(s, texCoord0); |
| 224 float4 hi_uuvv = tex2D(s, texCoord1); |
| 225 UV8QuadPixel result; |
| 226 result.UUUU = packForByteOrder(float4(lo_uuvv.xy, hi_uuvv.xy)); |
| 227 result.VVVV = packForByteOrder(float4(lo_uuvv.zw, hi_uuvv.zw)); |
| 228 return result; |
| 229 }; |
| 230 |
| 231 |
| 232 /////////////////////////////////////////////////////////////////////// |
| 233 // RGB24 to YV12 in three passes, without MRT: one pass per output color plane. |
| 234 // vsFetch4Pixels is the common vertex shader for all three passes. |
| 235 // |
| 236 // Note that this technique will not do full bilinear filtering on its RGB |
| 237 // input (you'd get correctly filtered Y, but aliasing in U and V). |
| 238 // |
| 239 // Pass 1: vsFetch4Pixels + psConvertRGBToY |
| 240 // Pass 2: vsFetch4Pixels_Scale2 + psConvertRGBToU |
| 241 // Pass 3: vsFetch4Pixels_Scale2 + psConvertRGBToV |
| 242 // |
| 243 // @gyp_compile(vs_2_0, vsFetch4Pixels_Scale2) |
| 244 // @gyp_compile(ps_2_0, psConvertRGBtoY) |
| 245 // @gyp_compile(ps_2_0, psConvertRGBtoU) |
| 246 // @gyp_compile(ps_2_0, psConvertRGBtoV) |
| 247 // |
| 248 /////////////////////////////////////////////////////////////////////// |
| 249 void vsFetch4Pixels_Scale2(in Vertex vertex, |
| 250 out float4 position : POSITION, |
| 251 out float2 texCoord0 : TEXCOORD0, |
| 252 out float2 texCoord1 : TEXCOORD1, |
| 253 out float2 texCoord2 : TEXCOORD2, |
| 254 out float2 texCoord3 : TEXCOORD3) { |
| 255 Vertex adjusted = adjustForAlignmentAndPacking(vertex, float2(8, 2)); |
| 256 |
| 257 // Set up four taps, each of which samples a 2x2 texel quad at the midpoint. |
| 258 float2 one_texel_x = float2(1 / kRenderTargetSize.x, 0); |
| 259 position = adjusted.position; |
| 260 texCoord0 = adjusted.texCoord - 3 * one_texel_x; |
| 261 texCoord1 = adjusted.texCoord - 1 * one_texel_x; |
| 262 texCoord2 = adjusted.texCoord + 1 * one_texel_x; |
| 263 texCoord3 = adjusted.texCoord + 3 * one_texel_x; |
| 264 }; |
| 265 |
| 266 // RGB -> Y, four samples at a time. |
| 267 float4 psConvertRGBtoY(float2 texCoord0 : TEXCOORD0, |
| 268 float2 texCoord1 : TEXCOORD1, |
| 269 float2 texCoord2 : TEXCOORD2, |
| 270 float2 texCoord3 : TEXCOORD3) : COLOR0 { |
| 271 float4x3 rgb_quad_pixel = float4x3(tex2D(s, texCoord0).rgb, |
| 272 tex2D(s, texCoord1).rgb, |
| 273 tex2D(s, texCoord2).rgb, |
| 274 tex2D(s, texCoord3).rgb); |
| 275 return packForByteOrder(mul(rgb_quad_pixel, rgb_to_y) + y_bias); |
| 276 } |
| 277 |
| 278 // RGB -> U, four samples at a time. |
| 279 float4 psConvertRGBtoU(float2 texCoord0 : TEXCOORD0, |
| 280 float2 texCoord1 : TEXCOORD1, |
| 281 float2 texCoord2 : TEXCOORD2, |
| 282 float2 texCoord3 : TEXCOORD3) : COLOR0 { |
| 283 float4x3 rgb_quad_pixel = float4x3(tex2D(s, texCoord0).rgb, |
| 284 tex2D(s, texCoord1).rgb, |
| 285 tex2D(s, texCoord2).rgb, |
| 286 tex2D(s, texCoord3).rgb); |
| 287 return packForByteOrder(mul(rgb_quad_pixel, rgb_to_u) + uv_bias); |
| 288 } |
| 289 |
| 290 // RGB -> V, four samples at a time. |
| 291 float4 psConvertRGBtoV(float2 texCoord0 : TEXCOORD0, |
| 292 float2 texCoord1 : TEXCOORD1, |
| 293 float2 texCoord2 : TEXCOORD2, |
| 294 float2 texCoord3 : TEXCOORD3) : COLOR0 { |
| 295 float4x3 rgb_quad_pixel = float4x3(tex2D(s, texCoord0).rgb, |
| 296 tex2D(s, texCoord1).rgb, |
| 297 tex2D(s, texCoord2).rgb, |
| 298 tex2D(s, texCoord3).rgb); |
| 299 return packForByteOrder(mul(rgb_quad_pixel, rgb_to_v) + uv_bias); |
| 300 } |
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