| Index: content/browser/compositor/gl_helper_scaling.cc
|
| diff --git a/content/browser/compositor/gl_helper_scaling.cc b/content/browser/compositor/gl_helper_scaling.cc
|
| deleted file mode 100644
|
| index 3fe193392ca2224b5b60abe630187784e6270aaa..0000000000000000000000000000000000000000
|
| --- a/content/browser/compositor/gl_helper_scaling.cc
|
| +++ /dev/null
|
| @@ -1,881 +0,0 @@
|
| -// Copyright (c) 2012 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 "content/browser/compositor/gl_helper_scaling.h"
|
| -
|
| -#include <stddef.h>
|
| -
|
| -#include <deque>
|
| -#include <string>
|
| -#include <vector>
|
| -
|
| -#include "base/bind.h"
|
| -#include "base/lazy_instance.h"
|
| -#include "base/logging.h"
|
| -#include "base/macros.h"
|
| -#include "base/memory/ref_counted.h"
|
| -#include "base/message_loop/message_loop.h"
|
| -#include "base/time/time.h"
|
| -#include "base/trace_event/trace_event.h"
|
| -#include "gpu/command_buffer/client/gles2_interface.h"
|
| -#include "third_party/skia/include/core/SkRegion.h"
|
| -#include "ui/gfx/geometry/rect.h"
|
| -#include "ui/gfx/geometry/size.h"
|
| -
|
| -using gpu::gles2::GLES2Interface;
|
| -
|
| -namespace content {
|
| -
|
| -GLHelperScaling::GLHelperScaling(GLES2Interface* gl, GLHelper* helper)
|
| - : gl_(gl), helper_(helper), vertex_attributes_buffer_(gl_) {
|
| - InitBuffer();
|
| -}
|
| -
|
| -GLHelperScaling::~GLHelperScaling() {}
|
| -
|
| -// Used to keep track of a generated shader program. The program
|
| -// is passed in as text through Setup and is used by calling
|
| -// UseProgram() with the right parameters. Note that |gl_|
|
| -// and |helper_| are assumed to live longer than this program.
|
| -class ShaderProgram : public base::RefCounted<ShaderProgram> {
|
| - public:
|
| - ShaderProgram(GLES2Interface* gl, GLHelper* helper)
|
| - : gl_(gl),
|
| - helper_(helper),
|
| - program_(gl_->CreateProgram()),
|
| - position_location_(-1),
|
| - texcoord_location_(-1),
|
| - src_subrect_location_(-1),
|
| - src_pixelsize_location_(-1),
|
| - dst_pixelsize_location_(-1),
|
| - scaling_vector_location_(-1),
|
| - color_weights_location_(-1) {}
|
| -
|
| - // Compile shader program.
|
| - void Setup(const GLchar* vertex_shader_text,
|
| - const GLchar* fragment_shader_text);
|
| -
|
| - // UseProgram must be called with GL_TEXTURE_2D bound to the
|
| - // source texture and GL_ARRAY_BUFFER bound to a vertex
|
| - // attribute buffer.
|
| - void UseProgram(const gfx::Size& src_size,
|
| - const gfx::Rect& src_subrect,
|
| - const gfx::Size& dst_size,
|
| - bool scale_x,
|
| - bool flip_y,
|
| - GLfloat color_weights[4]);
|
| -
|
| - bool Initialized() const { return position_location_ != -1; }
|
| -
|
| - private:
|
| - friend class base::RefCounted<ShaderProgram>;
|
| - ~ShaderProgram() { gl_->DeleteProgram(program_); }
|
| -
|
| - GLES2Interface* gl_;
|
| - GLHelper* helper_;
|
| -
|
| - // A program for copying a source texture into a destination texture.
|
| - GLuint program_;
|
| -
|
| - // The location of the position in the program.
|
| - GLint position_location_;
|
| - // The location of the texture coordinate in the program.
|
| - GLint texcoord_location_;
|
| - // The location of the source texture in the program.
|
| - GLint texture_location_;
|
| - // The location of the texture coordinate of
|
| - // the sub-rectangle in the program.
|
| - GLint src_subrect_location_;
|
| - // Location of size of source image in pixels.
|
| - GLint src_pixelsize_location_;
|
| - // Location of size of destination image in pixels.
|
| - GLint dst_pixelsize_location_;
|
| - // Location of vector for scaling direction.
|
| - GLint scaling_vector_location_;
|
| - // Location of color weights.
|
| - GLint color_weights_location_;
|
| -
|
| - DISALLOW_COPY_AND_ASSIGN(ShaderProgram);
|
| -};
|
| -
|
| -// Implementation of a single stage in a scaler pipeline. If the pipeline has
|
| -// multiple stages, it calls Scale() on the subscaler, then further scales the
|
| -// output. Caches textures and framebuffers to avoid allocating/deleting
|
| -// them once per frame, which can be expensive on some drivers.
|
| -class ScalerImpl : public GLHelper::ScalerInterface,
|
| - public GLHelperScaling::ShaderInterface {
|
| - public:
|
| - // |gl| and |copy_impl| are expected to live longer than this object.
|
| - // |src_size| is the size of the input texture in pixels.
|
| - // |dst_size| is the size of the output texutre in pixels.
|
| - // |src_subrect| is the portion of the src to copy to the output texture.
|
| - // If |scale_x| is true, we are scaling along the X axis, otherwise Y.
|
| - // If we are scaling in both X and Y, |scale_x| is ignored.
|
| - // If |vertically_flip_texture| is true, output will be upside-down.
|
| - // If |swizzle| is true, RGBA will be transformed into BGRA.
|
| - // |color_weights| are only used together with SHADER_PLANAR to specify
|
| - // how to convert RGB colors into a single value.
|
| - ScalerImpl(GLES2Interface* gl,
|
| - GLHelperScaling* scaler_helper,
|
| - const GLHelperScaling::ScalerStage& scaler_stage,
|
| - ScalerImpl* subscaler,
|
| - const float* color_weights)
|
| - : gl_(gl),
|
| - scaler_helper_(scaler_helper),
|
| - spec_(scaler_stage),
|
| - intermediate_texture_(0),
|
| - dst_framebuffer_(gl),
|
| - subscaler_(subscaler) {
|
| - if (color_weights) {
|
| - color_weights_[0] = color_weights[0];
|
| - color_weights_[1] = color_weights[1];
|
| - color_weights_[2] = color_weights[2];
|
| - color_weights_[3] = color_weights[3];
|
| - } else {
|
| - color_weights_[0] = 0.0;
|
| - color_weights_[1] = 0.0;
|
| - color_weights_[2] = 0.0;
|
| - color_weights_[3] = 0.0;
|
| - }
|
| - shader_program_ =
|
| - scaler_helper_->GetShaderProgram(spec_.shader, spec_.swizzle);
|
| -
|
| - if (subscaler_) {
|
| - intermediate_texture_ = 0u;
|
| - gl_->GenTextures(1, &intermediate_texture_);
|
| - ScopedTextureBinder<GL_TEXTURE_2D> texture_binder(gl_,
|
| - intermediate_texture_);
|
| - gl_->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spec_.src_size.width(),
|
| - spec_.src_size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
| - NULL);
|
| - }
|
| - }
|
| -
|
| - ~ScalerImpl() override {
|
| - if (intermediate_texture_) {
|
| - gl_->DeleteTextures(1, &intermediate_texture_);
|
| - }
|
| - }
|
| -
|
| - // GLHelperShader::ShaderInterface implementation.
|
| - void Execute(GLuint source_texture,
|
| - const std::vector<GLuint>& dest_textures) override {
|
| - if (subscaler_) {
|
| - subscaler_->Scale(source_texture, intermediate_texture_);
|
| - source_texture = intermediate_texture_;
|
| - }
|
| -
|
| - ScopedFramebufferBinder<GL_FRAMEBUFFER> framebuffer_binder(
|
| - gl_, dst_framebuffer_);
|
| - DCHECK_GT(dest_textures.size(), 0U);
|
| - std::unique_ptr<GLenum[]> buffers(new GLenum[dest_textures.size()]);
|
| - for (size_t t = 0; t < dest_textures.size(); t++) {
|
| - ScopedTextureBinder<GL_TEXTURE_2D> texture_binder(gl_, dest_textures[t]);
|
| - gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + t,
|
| - GL_TEXTURE_2D, dest_textures[t], 0);
|
| - buffers[t] = GL_COLOR_ATTACHMENT0 + t;
|
| - }
|
| - ScopedTextureBinder<GL_TEXTURE_2D> texture_binder(gl_, source_texture);
|
| -
|
| - gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
| - gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
| - gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
| - gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
| -
|
| - ScopedBufferBinder<GL_ARRAY_BUFFER> buffer_binder(
|
| - gl_, scaler_helper_->vertex_attributes_buffer_);
|
| - shader_program_->UseProgram(spec_.src_size, spec_.src_subrect,
|
| - spec_.dst_size, spec_.scale_x,
|
| - spec_.vertically_flip_texture, color_weights_);
|
| - gl_->Viewport(0, 0, spec_.dst_size.width(), spec_.dst_size.height());
|
| -
|
| - if (dest_textures.size() > 1) {
|
| - DCHECK_LE(static_cast<int>(dest_textures.size()),
|
| - scaler_helper_->helper_->MaxDrawBuffers());
|
| - gl_->DrawBuffersEXT(dest_textures.size(), buffers.get());
|
| - }
|
| - // Conduct texture mapping by drawing a quad composed of two triangles.
|
| - gl_->DrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
| - if (dest_textures.size() > 1) {
|
| - // Set the draw buffers back to not confuse others.
|
| - gl_->DrawBuffersEXT(1, &buffers[0]);
|
| - }
|
| - }
|
| -
|
| - // GLHelper::ScalerInterface implementation.
|
| - void Scale(GLuint source_texture, GLuint dest_texture) override {
|
| - std::vector<GLuint> tmp(1);
|
| - tmp[0] = dest_texture;
|
| - Execute(source_texture, tmp);
|
| - }
|
| -
|
| - const gfx::Size& SrcSize() override {
|
| - if (subscaler_) {
|
| - return subscaler_->SrcSize();
|
| - }
|
| - return spec_.src_size;
|
| - }
|
| - const gfx::Rect& SrcSubrect() override {
|
| - if (subscaler_) {
|
| - return subscaler_->SrcSubrect();
|
| - }
|
| - return spec_.src_subrect;
|
| - }
|
| - const gfx::Size& DstSize() override { return spec_.dst_size; }
|
| -
|
| - private:
|
| - GLES2Interface* gl_;
|
| - GLHelperScaling* scaler_helper_;
|
| - GLHelperScaling::ScalerStage spec_;
|
| - GLfloat color_weights_[4];
|
| - GLuint intermediate_texture_;
|
| - scoped_refptr<ShaderProgram> shader_program_;
|
| - ScopedFramebuffer dst_framebuffer_;
|
| - std::unique_ptr<ScalerImpl> subscaler_;
|
| -};
|
| -
|
| -GLHelperScaling::ScalerStage::ScalerStage(ShaderType shader_,
|
| - gfx::Size src_size_,
|
| - gfx::Rect src_subrect_,
|
| - gfx::Size dst_size_,
|
| - bool scale_x_,
|
| - bool vertically_flip_texture_,
|
| - bool swizzle_)
|
| - : shader(shader_),
|
| - src_size(src_size_),
|
| - src_subrect(src_subrect_),
|
| - dst_size(dst_size_),
|
| - scale_x(scale_x_),
|
| - vertically_flip_texture(vertically_flip_texture_),
|
| - swizzle(swizzle_) {}
|
| -
|
| -GLHelperScaling::ScalerStage::ScalerStage(const ScalerStage& other) = default;
|
| -
|
| -// The important inputs for this function is |x_ops| and
|
| -// |y_ops|. They represent scaling operations to be done
|
| -// on an imag of size |src_size|. If |quality| is SCALER_QUALITY_BEST,
|
| -// then we will interpret these scale operations literally and we'll
|
| -// create one scaler stage for each ScaleOp. However, if |quality|
|
| -// is SCALER_QUALITY_GOOD, then we can do a whole bunch of optimizations
|
| -// by combining two or more ScaleOps in to a single scaler stage.
|
| -// Normally we process ScaleOps from |y_ops| first and |x_ops| after
|
| -// all |y_ops| are processed, but sometimes we can combine one or more
|
| -// operation from both queues essentially for free. This is the reason
|
| -// why |x_ops| and |y_ops| aren't just one single queue.
|
| -void GLHelperScaling::ConvertScalerOpsToScalerStages(
|
| - GLHelper::ScalerQuality quality,
|
| - gfx::Size src_size,
|
| - gfx::Rect src_subrect,
|
| - const gfx::Size& dst_size,
|
| - bool vertically_flip_texture,
|
| - bool swizzle,
|
| - std::deque<GLHelperScaling::ScaleOp>* x_ops,
|
| - std::deque<GLHelperScaling::ScaleOp>* y_ops,
|
| - std::vector<ScalerStage>* scaler_stages) {
|
| - while (!x_ops->empty() || !y_ops->empty()) {
|
| - gfx::Size intermediate_size = src_subrect.size();
|
| - std::deque<ScaleOp>* current_queue = NULL;
|
| -
|
| - if (!y_ops->empty()) {
|
| - current_queue = y_ops;
|
| - } else {
|
| - current_queue = x_ops;
|
| - }
|
| -
|
| - ShaderType current_shader = SHADER_BILINEAR;
|
| - switch (current_queue->front().scale_factor) {
|
| - case 0:
|
| - if (quality == GLHelper::SCALER_QUALITY_BEST) {
|
| - current_shader = SHADER_BICUBIC_UPSCALE;
|
| - }
|
| - break;
|
| - case 2:
|
| - if (quality == GLHelper::SCALER_QUALITY_BEST) {
|
| - current_shader = SHADER_BICUBIC_HALF_1D;
|
| - }
|
| - break;
|
| - case 3:
|
| - DCHECK(quality != GLHelper::SCALER_QUALITY_BEST);
|
| - current_shader = SHADER_BILINEAR3;
|
| - break;
|
| - default:
|
| - NOTREACHED();
|
| - }
|
| - bool scale_x = current_queue->front().scale_x;
|
| - current_queue->front().UpdateSize(&intermediate_size);
|
| - current_queue->pop_front();
|
| -
|
| - // Optimization: Sometimes we can combine 2-4 scaling operations into
|
| - // one operation.
|
| - if (quality == GLHelper::SCALER_QUALITY_GOOD) {
|
| - if (!current_queue->empty() && current_shader == SHADER_BILINEAR) {
|
| - // Combine two steps in the same dimension.
|
| - current_queue->front().UpdateSize(&intermediate_size);
|
| - current_queue->pop_front();
|
| - current_shader = SHADER_BILINEAR2;
|
| - if (!current_queue->empty()) {
|
| - // Combine three steps in the same dimension.
|
| - current_queue->front().UpdateSize(&intermediate_size);
|
| - current_queue->pop_front();
|
| - current_shader = SHADER_BILINEAR4;
|
| - }
|
| - }
|
| - // Check if we can combine some steps in the other dimension as well.
|
| - // Since all shaders currently use GL_LINEAR, we can easily scale up
|
| - // or scale down by exactly 2x at the same time as we do another
|
| - // operation. Currently, the following mergers are supported:
|
| - // * 1 bilinear Y-pass with 1 bilinear X-pass (up or down)
|
| - // * 2 bilinear Y-passes with 2 bilinear X-passes
|
| - // * 1 bilinear Y-pass with N bilinear X-pass
|
| - // * N bilinear Y-passes with 1 bilinear X-pass (down only)
|
| - // Measurements indicate that generalizing this for 3x3 and 4x4
|
| - // makes it slower on some platforms, such as the Pixel.
|
| - if (!scale_x && x_ops->size() > 0 && x_ops->front().scale_factor <= 2) {
|
| - int x_passes = 0;
|
| - if (current_shader == SHADER_BILINEAR2 && x_ops->size() >= 2) {
|
| - // 2y + 2x passes
|
| - x_passes = 2;
|
| - current_shader = SHADER_BILINEAR2X2;
|
| - } else if (current_shader == SHADER_BILINEAR) {
|
| - // 1y + Nx passes
|
| - scale_x = true;
|
| - switch (x_ops->size()) {
|
| - case 0:
|
| - NOTREACHED();
|
| - case 1:
|
| - if (x_ops->front().scale_factor == 3) {
|
| - current_shader = SHADER_BILINEAR3;
|
| - }
|
| - x_passes = 1;
|
| - break;
|
| - case 2:
|
| - x_passes = 2;
|
| - current_shader = SHADER_BILINEAR2;
|
| - break;
|
| - default:
|
| - x_passes = 3;
|
| - current_shader = SHADER_BILINEAR4;
|
| - break;
|
| - }
|
| - } else if (x_ops->front().scale_factor == 2) {
|
| - // Ny + 1x-downscale
|
| - x_passes = 1;
|
| - }
|
| -
|
| - for (int i = 0; i < x_passes; i++) {
|
| - x_ops->front().UpdateSize(&intermediate_size);
|
| - x_ops->pop_front();
|
| - }
|
| - }
|
| - }
|
| -
|
| - scaler_stages->push_back(ScalerStage(current_shader, src_size, src_subrect,
|
| - intermediate_size, scale_x,
|
| - vertically_flip_texture, swizzle));
|
| - src_size = intermediate_size;
|
| - src_subrect = gfx::Rect(intermediate_size);
|
| - vertically_flip_texture = false;
|
| - swizzle = false;
|
| - }
|
| -}
|
| -
|
| -void GLHelperScaling::ComputeScalerStages(
|
| - GLHelper::ScalerQuality quality,
|
| - const gfx::Size& src_size,
|
| - const gfx::Rect& src_subrect,
|
| - const gfx::Size& dst_size,
|
| - bool vertically_flip_texture,
|
| - bool swizzle,
|
| - std::vector<ScalerStage>* scaler_stages) {
|
| - if (quality == GLHelper::SCALER_QUALITY_FAST ||
|
| - src_subrect.size() == dst_size) {
|
| - scaler_stages->push_back(ScalerStage(SHADER_BILINEAR, src_size, src_subrect,
|
| - dst_size, false,
|
| - vertically_flip_texture, swizzle));
|
| - return;
|
| - }
|
| -
|
| - std::deque<GLHelperScaling::ScaleOp> x_ops, y_ops;
|
| - GLHelperScaling::ScaleOp::AddOps(src_subrect.width(), dst_size.width(), true,
|
| - quality == GLHelper::SCALER_QUALITY_GOOD,
|
| - &x_ops);
|
| - GLHelperScaling::ScaleOp::AddOps(
|
| - src_subrect.height(), dst_size.height(), false,
|
| - quality == GLHelper::SCALER_QUALITY_GOOD, &y_ops);
|
| -
|
| - ConvertScalerOpsToScalerStages(quality, src_size, src_subrect, dst_size,
|
| - vertically_flip_texture, swizzle, &x_ops,
|
| - &y_ops, scaler_stages);
|
| -}
|
| -
|
| -GLHelper::ScalerInterface* GLHelperScaling::CreateScaler(
|
| - GLHelper::ScalerQuality quality,
|
| - gfx::Size src_size,
|
| - gfx::Rect src_subrect,
|
| - const gfx::Size& dst_size,
|
| - bool vertically_flip_texture,
|
| - bool swizzle) {
|
| - std::vector<ScalerStage> scaler_stages;
|
| - ComputeScalerStages(quality, src_size, src_subrect, dst_size,
|
| - vertically_flip_texture, swizzle, &scaler_stages);
|
| -
|
| - ScalerImpl* ret = NULL;
|
| - for (unsigned int i = 0; i < scaler_stages.size(); i++) {
|
| - ret = new ScalerImpl(gl_, this, scaler_stages[i], ret, NULL);
|
| - }
|
| - return ret;
|
| -}
|
| -
|
| -GLHelper::ScalerInterface* GLHelperScaling::CreatePlanarScaler(
|
| - const gfx::Size& src_size,
|
| - const gfx::Rect& src_subrect,
|
| - const gfx::Size& dst_size,
|
| - bool vertically_flip_texture,
|
| - bool swizzle,
|
| - const float color_weights[4]) {
|
| - ScalerStage stage(SHADER_PLANAR, src_size, src_subrect, dst_size, true,
|
| - vertically_flip_texture, swizzle);
|
| - return new ScalerImpl(gl_, this, stage, NULL, color_weights);
|
| -}
|
| -
|
| -GLHelperScaling::ShaderInterface* GLHelperScaling::CreateYuvMrtShader(
|
| - const gfx::Size& src_size,
|
| - const gfx::Rect& src_subrect,
|
| - const gfx::Size& dst_size,
|
| - bool vertically_flip_texture,
|
| - bool swizzle,
|
| - ShaderType shader) {
|
| - DCHECK(shader == SHADER_YUV_MRT_PASS1 || shader == SHADER_YUV_MRT_PASS2);
|
| - ScalerStage stage(shader, src_size, src_subrect, dst_size, true,
|
| - vertically_flip_texture, swizzle);
|
| - return new ScalerImpl(gl_, this, stage, NULL, NULL);
|
| -}
|
| -
|
| -const GLfloat GLHelperScaling::kVertexAttributes[] = {
|
| - -1.0f, -1.0f, 0.0f, 0.0f, // vertex 0
|
| - 1.0f, -1.0f, 1.0f, 0.0f, // vertex 1
|
| - -1.0f, 1.0f, 0.0f, 1.0f, // vertex 2
|
| - 1.0f, 1.0f, 1.0f, 1.0f,
|
| -}; // vertex 3
|
| -
|
| -void GLHelperScaling::InitBuffer() {
|
| - ScopedBufferBinder<GL_ARRAY_BUFFER> buffer_binder(gl_,
|
| - vertex_attributes_buffer_);
|
| - gl_->BufferData(GL_ARRAY_BUFFER, sizeof(kVertexAttributes), kVertexAttributes,
|
| - GL_STATIC_DRAW);
|
| -}
|
| -
|
| -scoped_refptr<ShaderProgram> GLHelperScaling::GetShaderProgram(ShaderType type,
|
| - bool swizzle) {
|
| - ShaderProgramKeyType key(type, swizzle);
|
| - scoped_refptr<ShaderProgram>& cache_entry(shader_programs_[key]);
|
| - if (!cache_entry.get()) {
|
| - cache_entry = new ShaderProgram(gl_, helper_);
|
| - std::basic_string<GLchar> vertex_program;
|
| - std::basic_string<GLchar> fragment_program;
|
| - std::basic_string<GLchar> vertex_header;
|
| - std::basic_string<GLchar> fragment_directives;
|
| - std::basic_string<GLchar> fragment_header;
|
| - std::basic_string<GLchar> shared_variables;
|
| -
|
| - vertex_header.append(
|
| - "precision highp float;\n"
|
| - "attribute vec2 a_position;\n"
|
| - "attribute vec2 a_texcoord;\n"
|
| - "uniform vec4 src_subrect;\n");
|
| -
|
| - fragment_header.append(
|
| - "precision mediump float;\n"
|
| - "uniform sampler2D s_texture;\n");
|
| -
|
| - vertex_program.append(
|
| - " gl_Position = vec4(a_position, 0.0, 1.0);\n"
|
| - " vec2 texcoord = src_subrect.xy + a_texcoord * src_subrect.zw;\n");
|
| -
|
| - switch (type) {
|
| - case SHADER_BILINEAR:
|
| - shared_variables.append("varying vec2 v_texcoord;\n");
|
| - vertex_program.append(" v_texcoord = texcoord;\n");
|
| - fragment_program.append(
|
| - " gl_FragColor = texture2D(s_texture, v_texcoord);\n");
|
| - break;
|
| -
|
| - case SHADER_BILINEAR2:
|
| - // This is equivialent to two passes of the BILINEAR shader above.
|
| - // It can be used to scale an image down 1.0x-2.0x in either dimension,
|
| - // or exactly 4x.
|
| - shared_variables.append(
|
| - "varying vec4 v_texcoords;\n"); // 2 texcoords packed in one quad
|
| - vertex_header.append(
|
| - "uniform vec2 scaling_vector;\n"
|
| - "uniform vec2 dst_pixelsize;\n");
|
| - vertex_program.append(
|
| - " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
|
| - " step /= 4.0;\n"
|
| - " v_texcoords.xy = texcoord + step;\n"
|
| - " v_texcoords.zw = texcoord - step;\n");
|
| -
|
| - fragment_program.append(
|
| - " gl_FragColor = (texture2D(s_texture, v_texcoords.xy) +\n"
|
| - " texture2D(s_texture, v_texcoords.zw)) / 2.0;\n");
|
| - break;
|
| -
|
| - case SHADER_BILINEAR3:
|
| - // This is kind of like doing 1.5 passes of the BILINEAR shader.
|
| - // It can be used to scale an image down 1.5x-3.0x, or exactly 6x.
|
| - shared_variables.append(
|
| - "varying vec4 v_texcoords1;\n" // 2 texcoords packed in one quad
|
| - "varying vec2 v_texcoords2;\n");
|
| - vertex_header.append(
|
| - "uniform vec2 scaling_vector;\n"
|
| - "uniform vec2 dst_pixelsize;\n");
|
| - vertex_program.append(
|
| - " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
|
| - " step /= 3.0;\n"
|
| - " v_texcoords1.xy = texcoord + step;\n"
|
| - " v_texcoords1.zw = texcoord;\n"
|
| - " v_texcoords2 = texcoord - step;\n");
|
| - fragment_program.append(
|
| - " gl_FragColor = (texture2D(s_texture, v_texcoords1.xy) +\n"
|
| - " texture2D(s_texture, v_texcoords1.zw) +\n"
|
| - " texture2D(s_texture, v_texcoords2)) / 3.0;\n");
|
| - break;
|
| -
|
| - case SHADER_BILINEAR4:
|
| - // This is equivialent to three passes of the BILINEAR shader above,
|
| - // It can be used to scale an image down 2.0x-4.0x or exactly 8x.
|
| - shared_variables.append("varying vec4 v_texcoords[2];\n");
|
| - vertex_header.append(
|
| - "uniform vec2 scaling_vector;\n"
|
| - "uniform vec2 dst_pixelsize;\n");
|
| - vertex_program.append(
|
| - " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
|
| - " step /= 8.0;\n"
|
| - " v_texcoords[0].xy = texcoord - step * 3.0;\n"
|
| - " v_texcoords[0].zw = texcoord - step;\n"
|
| - " v_texcoords[1].xy = texcoord + step;\n"
|
| - " v_texcoords[1].zw = texcoord + step * 3.0;\n");
|
| - fragment_program.append(
|
| - " gl_FragColor = (\n"
|
| - " texture2D(s_texture, v_texcoords[0].xy) +\n"
|
| - " texture2D(s_texture, v_texcoords[0].zw) +\n"
|
| - " texture2D(s_texture, v_texcoords[1].xy) +\n"
|
| - " texture2D(s_texture, v_texcoords[1].zw)) / 4.0;\n");
|
| - break;
|
| -
|
| - case SHADER_BILINEAR2X2:
|
| - // This is equivialent to four passes of the BILINEAR shader above.
|
| - // Two in each dimension. It can be used to scale an image down
|
| - // 1.0x-2.0x in both X and Y directions. Or, it could be used to
|
| - // scale an image down by exactly 4x in both dimensions.
|
| - shared_variables.append("varying vec4 v_texcoords[2];\n");
|
| - vertex_header.append("uniform vec2 dst_pixelsize;\n");
|
| - vertex_program.append(
|
| - " vec2 step = src_subrect.zw / 4.0 / dst_pixelsize;\n"
|
| - " v_texcoords[0].xy = texcoord + vec2(step.x, step.y);\n"
|
| - " v_texcoords[0].zw = texcoord + vec2(step.x, -step.y);\n"
|
| - " v_texcoords[1].xy = texcoord + vec2(-step.x, step.y);\n"
|
| - " v_texcoords[1].zw = texcoord + vec2(-step.x, -step.y);\n");
|
| - fragment_program.append(
|
| - " gl_FragColor = (\n"
|
| - " texture2D(s_texture, v_texcoords[0].xy) +\n"
|
| - " texture2D(s_texture, v_texcoords[0].zw) +\n"
|
| - " texture2D(s_texture, v_texcoords[1].xy) +\n"
|
| - " texture2D(s_texture, v_texcoords[1].zw)) / 4.0;\n");
|
| - break;
|
| -
|
| - case SHADER_BICUBIC_HALF_1D:
|
| - // This scales down texture by exactly half in one dimension.
|
| - // directions in one pass. We use bilinear lookup to reduce
|
| - // the number of texture reads from 8 to 4
|
| - shared_variables.append(
|
| - "const float CenterDist = 99.0 / 140.0;\n"
|
| - "const float LobeDist = 11.0 / 4.0;\n"
|
| - "const float CenterWeight = 35.0 / 64.0;\n"
|
| - "const float LobeWeight = -3.0 / 64.0;\n"
|
| - "varying vec4 v_texcoords[2];\n");
|
| - vertex_header.append(
|
| - "uniform vec2 scaling_vector;\n"
|
| - "uniform vec2 src_pixelsize;\n");
|
| - vertex_program.append(
|
| - " vec2 step = src_subrect.zw * scaling_vector / src_pixelsize;\n"
|
| - " v_texcoords[0].xy = texcoord - LobeDist * step;\n"
|
| - " v_texcoords[0].zw = texcoord - CenterDist * step;\n"
|
| - " v_texcoords[1].xy = texcoord + CenterDist * step;\n"
|
| - " v_texcoords[1].zw = texcoord + LobeDist * step;\n");
|
| - fragment_program.append(
|
| - " gl_FragColor = \n"
|
| - // Lobe pixels
|
| - " (texture2D(s_texture, v_texcoords[0].xy) +\n"
|
| - " texture2D(s_texture, v_texcoords[1].zw)) *\n"
|
| - " LobeWeight +\n"
|
| - // Center pixels
|
| - " (texture2D(s_texture, v_texcoords[0].zw) +\n"
|
| - " texture2D(s_texture, v_texcoords[1].xy)) *\n"
|
| - " CenterWeight;\n");
|
| - break;
|
| -
|
| - case SHADER_BICUBIC_UPSCALE:
|
| - // When scaling up, we need 4 texture reads, but we can
|
| - // save some instructions because will know in which range of
|
| - // the bicubic function each call call to the bicubic function
|
| - // will be in.
|
| - // Also, when sampling the bicubic function like this, the sum
|
| - // is always exactly one, so we can skip normalization as well.
|
| - shared_variables.append("varying vec2 v_texcoord;\n");
|
| - vertex_program.append(" v_texcoord = texcoord;\n");
|
| - fragment_header.append(
|
| - "uniform vec2 src_pixelsize;\n"
|
| - "uniform vec2 scaling_vector;\n"
|
| - "const float a = -0.5;\n"
|
| - // This function is equivialent to calling the bicubic
|
| - // function with x-1, x, 1-x and 2-x
|
| - // (assuming 0 <= x < 1)
|
| - "vec4 filt4(float x) {\n"
|
| - " return vec4(x * x * x, x * x, x, 1) *\n"
|
| - " mat4( a, -2.0 * a, a, 0.0,\n"
|
| - " a + 2.0, -a - 3.0, 0.0, 1.0,\n"
|
| - " -a - 2.0, 3.0 + 2.0 * a, -a, 0.0,\n"
|
| - " -a, a, 0.0, 0.0);\n"
|
| - "}\n"
|
| - "mat4 pixels_x(vec2 pos, vec2 step) {\n"
|
| - " return mat4(\n"
|
| - " texture2D(s_texture, pos - step),\n"
|
| - " texture2D(s_texture, pos),\n"
|
| - " texture2D(s_texture, pos + step),\n"
|
| - " texture2D(s_texture, pos + step * 2.0));\n"
|
| - "}\n");
|
| - fragment_program.append(
|
| - " vec2 pixel_pos = v_texcoord * src_pixelsize - \n"
|
| - " scaling_vector / 2.0;\n"
|
| - " float frac = fract(dot(pixel_pos, scaling_vector));\n"
|
| - " vec2 base = (floor(pixel_pos) + vec2(0.5)) / src_pixelsize;\n"
|
| - " vec2 step = scaling_vector / src_pixelsize;\n"
|
| - " gl_FragColor = pixels_x(base, step) * filt4(frac);\n");
|
| - break;
|
| -
|
| - case SHADER_PLANAR:
|
| - // Converts four RGBA pixels into one pixel. Each RGBA
|
| - // pixel will be dot-multiplied with the color weights and
|
| - // then placed into a component of the output. This is used to
|
| - // convert RGBA textures into Y, U and V textures. We do this
|
| - // because single-component textures are not renderable on all
|
| - // architectures.
|
| - shared_variables.append("varying vec4 v_texcoords[2];\n");
|
| - vertex_header.append(
|
| - "uniform vec2 scaling_vector;\n"
|
| - "uniform vec2 dst_pixelsize;\n");
|
| - vertex_program.append(
|
| - " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
|
| - " step /= 4.0;\n"
|
| - " v_texcoords[0].xy = texcoord - step * 1.5;\n"
|
| - " v_texcoords[0].zw = texcoord - step * 0.5;\n"
|
| - " v_texcoords[1].xy = texcoord + step * 0.5;\n"
|
| - " v_texcoords[1].zw = texcoord + step * 1.5;\n");
|
| - fragment_header.append("uniform vec4 color_weights;\n");
|
| - fragment_program.append(
|
| - " gl_FragColor = color_weights * mat4(\n"
|
| - " vec4(texture2D(s_texture, v_texcoords[0].xy).rgb, 1.0),\n"
|
| - " vec4(texture2D(s_texture, v_texcoords[0].zw).rgb, 1.0),\n"
|
| - " vec4(texture2D(s_texture, v_texcoords[1].xy).rgb, 1.0),\n"
|
| - " vec4(texture2D(s_texture, v_texcoords[1].zw).rgb, 1.0));\n");
|
| - break;
|
| -
|
| - case SHADER_YUV_MRT_PASS1:
|
| - // RGB24 to YV12 in two passes; writing two 8888 targets each pass.
|
| - //
|
| - // YV12 is full-resolution luma and half-resolution blue/red chroma.
|
| - //
|
| - // (original)
|
| - // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
|
| - // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
|
| - // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
|
| - // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
|
| - // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
|
| - // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
|
| - // |
|
| - // | (y plane) (temporary)
|
| - // | YYYY YYYY UUVV UUVV
|
| - // +--> { YYYY YYYY + UUVV UUVV }
|
| - // YYYY YYYY UUVV UUVV
|
| - // First YYYY YYYY UUVV UUVV
|
| - // pass YYYY YYYY UUVV UUVV
|
| - // YYYY YYYY UUVV UUVV
|
| - // |
|
| - // | (u plane) (v plane)
|
| - // Second | UUUU VVVV
|
| - // pass +--> { UUUU + VVVV }
|
| - // UUUU VVVV
|
| - //
|
| - shared_variables.append("varying vec4 v_texcoords[2];\n");
|
| - vertex_header.append(
|
| - "uniform vec2 scaling_vector;\n"
|
| - "uniform vec2 dst_pixelsize;\n");
|
| - vertex_program.append(
|
| - " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
|
| - " step /= 4.0;\n"
|
| - " v_texcoords[0].xy = texcoord - step * 1.5;\n"
|
| - " v_texcoords[0].zw = texcoord - step * 0.5;\n"
|
| - " v_texcoords[1].xy = texcoord + step * 0.5;\n"
|
| - " v_texcoords[1].zw = texcoord + step * 1.5;\n");
|
| - fragment_directives.append("#extension GL_EXT_draw_buffers : enable\n");
|
| - fragment_header.append(
|
| - "const vec3 kRGBtoY = vec3(0.257, 0.504, 0.098);\n"
|
| - "const float kYBias = 0.0625;\n"
|
| - // Divide U and V by two to compensate for averaging below.
|
| - "const vec3 kRGBtoU = vec3(-0.148, -0.291, 0.439) / 2.0;\n"
|
| - "const vec3 kRGBtoV = vec3(0.439, -0.368, -0.071) / 2.0;\n"
|
| - "const float kUVBias = 0.5;\n");
|
| - fragment_program.append(
|
| - " vec3 pixel1 = texture2D(s_texture, v_texcoords[0].xy).rgb;\n"
|
| - " vec3 pixel2 = texture2D(s_texture, v_texcoords[0].zw).rgb;\n"
|
| - " vec3 pixel3 = texture2D(s_texture, v_texcoords[1].xy).rgb;\n"
|
| - " vec3 pixel4 = texture2D(s_texture, v_texcoords[1].zw).rgb;\n"
|
| - " vec3 pixel12 = pixel1 + pixel2;\n"
|
| - " vec3 pixel34 = pixel3 + pixel4;\n"
|
| - " gl_FragData[0] = vec4(dot(pixel1, kRGBtoY),\n"
|
| - " dot(pixel2, kRGBtoY),\n"
|
| - " dot(pixel3, kRGBtoY),\n"
|
| - " dot(pixel4, kRGBtoY)) + kYBias;\n"
|
| - " gl_FragData[1] = vec4(dot(pixel12, kRGBtoU),\n"
|
| - " dot(pixel34, kRGBtoU),\n"
|
| - " dot(pixel12, kRGBtoV),\n"
|
| - " dot(pixel34, kRGBtoV)) + kUVBias;\n");
|
| - break;
|
| -
|
| - case SHADER_YUV_MRT_PASS2:
|
| - // We're just sampling two pixels and unswizzling them. There's
|
| - // no need to do vertical scaling with math, since bilinear
|
| - // interpolation in the sampler takes care of that.
|
| - shared_variables.append("varying vec4 v_texcoords;\n");
|
| - vertex_header.append(
|
| - "uniform vec2 scaling_vector;\n"
|
| - "uniform vec2 dst_pixelsize;\n");
|
| - vertex_program.append(
|
| - " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
|
| - " step /= 2.0;\n"
|
| - " v_texcoords.xy = texcoord - step * 0.5;\n"
|
| - " v_texcoords.zw = texcoord + step * 0.5;\n");
|
| - fragment_directives.append("#extension GL_EXT_draw_buffers : enable\n");
|
| - fragment_program.append(
|
| - " vec4 lo_uuvv = texture2D(s_texture, v_texcoords.xy);\n"
|
| - " vec4 hi_uuvv = texture2D(s_texture, v_texcoords.zw);\n"
|
| - " gl_FragData[0] = vec4(lo_uuvv.rg, hi_uuvv.rg);\n"
|
| - " gl_FragData[1] = vec4(lo_uuvv.ba, hi_uuvv.ba);\n");
|
| - break;
|
| - }
|
| - if (swizzle) {
|
| - switch (type) {
|
| - case SHADER_YUV_MRT_PASS1:
|
| - fragment_program.append(" gl_FragData[0] = gl_FragData[0].bgra;\n");
|
| - break;
|
| - case SHADER_YUV_MRT_PASS2:
|
| - fragment_program.append(" gl_FragData[0] = gl_FragData[0].bgra;\n");
|
| - fragment_program.append(" gl_FragData[1] = gl_FragData[1].bgra;\n");
|
| - break;
|
| - default:
|
| - fragment_program.append(" gl_FragColor = gl_FragColor.bgra;\n");
|
| - break;
|
| - }
|
| - }
|
| -
|
| - vertex_program = vertex_header + shared_variables + "void main() {\n" +
|
| - vertex_program + "}\n";
|
| -
|
| - fragment_program = fragment_directives + fragment_header +
|
| - shared_variables + "void main() {\n" + fragment_program +
|
| - "}\n";
|
| -
|
| - cache_entry->Setup(vertex_program.c_str(), fragment_program.c_str());
|
| - }
|
| - return cache_entry;
|
| -}
|
| -
|
| -void ShaderProgram::Setup(const GLchar* vertex_shader_text,
|
| - const GLchar* fragment_shader_text) {
|
| - // Shaders to map the source texture to |dst_texture_|.
|
| - GLuint vertex_shader =
|
| - helper_->CompileShaderFromSource(vertex_shader_text, GL_VERTEX_SHADER);
|
| - if (vertex_shader == 0)
|
| - return;
|
| -
|
| - gl_->AttachShader(program_, vertex_shader);
|
| - gl_->DeleteShader(vertex_shader);
|
| -
|
| - GLuint fragment_shader = helper_->CompileShaderFromSource(
|
| - fragment_shader_text, GL_FRAGMENT_SHADER);
|
| - if (fragment_shader == 0)
|
| - return;
|
| - gl_->AttachShader(program_, fragment_shader);
|
| - gl_->DeleteShader(fragment_shader);
|
| -
|
| - gl_->LinkProgram(program_);
|
| -
|
| - GLint link_status = 0;
|
| - gl_->GetProgramiv(program_, GL_LINK_STATUS, &link_status);
|
| - if (!link_status)
|
| - return;
|
| -
|
| - position_location_ = gl_->GetAttribLocation(program_, "a_position");
|
| - texcoord_location_ = gl_->GetAttribLocation(program_, "a_texcoord");
|
| - texture_location_ = gl_->GetUniformLocation(program_, "s_texture");
|
| - src_subrect_location_ = gl_->GetUniformLocation(program_, "src_subrect");
|
| - src_pixelsize_location_ = gl_->GetUniformLocation(program_, "src_pixelsize");
|
| - dst_pixelsize_location_ = gl_->GetUniformLocation(program_, "dst_pixelsize");
|
| - scaling_vector_location_ =
|
| - gl_->GetUniformLocation(program_, "scaling_vector");
|
| - color_weights_location_ = gl_->GetUniformLocation(program_, "color_weights");
|
| - // The only reason fetching these attribute locations should fail is
|
| - // if the context was spontaneously lost (i.e., because the GPU
|
| - // process crashed, perhaps deliberately for testing).
|
| - DCHECK(Initialized() || gl_->GetGraphicsResetStatusKHR() != GL_NO_ERROR);
|
| -}
|
| -
|
| -void ShaderProgram::UseProgram(const gfx::Size& src_size,
|
| - const gfx::Rect& src_subrect,
|
| - const gfx::Size& dst_size,
|
| - bool scale_x,
|
| - bool flip_y,
|
| - GLfloat color_weights[4]) {
|
| - gl_->UseProgram(program_);
|
| -
|
| - // OpenGL defines the last parameter to VertexAttribPointer as type
|
| - // "const GLvoid*" even though it is actually an offset into the buffer
|
| - // object's data store and not a pointer to the client's address space.
|
| - const void* offsets[2] = {0,
|
| - reinterpret_cast<const void*>(2 * sizeof(GLfloat))};
|
| -
|
| - gl_->VertexAttribPointer(position_location_, 2, GL_FLOAT, GL_FALSE,
|
| - 4 * sizeof(GLfloat), offsets[0]);
|
| - gl_->EnableVertexAttribArray(position_location_);
|
| -
|
| - gl_->VertexAttribPointer(texcoord_location_, 2, GL_FLOAT, GL_FALSE,
|
| - 4 * sizeof(GLfloat), offsets[1]);
|
| - gl_->EnableVertexAttribArray(texcoord_location_);
|
| -
|
| - gl_->Uniform1i(texture_location_, 0);
|
| -
|
| - // Convert |src_subrect| to texture coordinates.
|
| - GLfloat src_subrect_texcoord[] = {
|
| - static_cast<float>(src_subrect.x()) / src_size.width(),
|
| - static_cast<float>(src_subrect.y()) / src_size.height(),
|
| - static_cast<float>(src_subrect.width()) / src_size.width(),
|
| - static_cast<float>(src_subrect.height()) / src_size.height(),
|
| - };
|
| - if (flip_y) {
|
| - src_subrect_texcoord[1] += src_subrect_texcoord[3];
|
| - src_subrect_texcoord[3] *= -1.0;
|
| - }
|
| - gl_->Uniform4fv(src_subrect_location_, 1, src_subrect_texcoord);
|
| -
|
| - gl_->Uniform2f(src_pixelsize_location_, src_size.width(), src_size.height());
|
| - gl_->Uniform2f(dst_pixelsize_location_, static_cast<float>(dst_size.width()),
|
| - static_cast<float>(dst_size.height()));
|
| -
|
| - gl_->Uniform2f(scaling_vector_location_, scale_x ? 1.0 : 0.0,
|
| - scale_x ? 0.0 : 1.0);
|
| - gl_->Uniform4fv(color_weights_location_, 1, color_weights);
|
| -}
|
| -
|
| -} // namespace content
|
|
|