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Issue 2122573003: media: replace LUMINANCE_F16 by RG_88 for 9/10-bit h264 videos Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: resolve hubbe's concerns except for test. separate the CLs. Created 4 years, 2 months ago
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1 // Copyright 2011 The Chromium Authors. All rights reserved. 1 // Copyright 2011 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 #include "cc/output/shader.h" 5 #include "cc/output/shader.h"
6 6
7 #include <stddef.h> 7 #include <stddef.h>
8 8
9 #include <algorithm> 9 #include <algorithm>
10 10
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2016 FragmentShaderYUVVideo::FragmentShaderYUVVideo() 2016 FragmentShaderYUVVideo::FragmentShaderYUVVideo()
2017 : y_texture_location_(-1), 2017 : y_texture_location_(-1),
2018 u_texture_location_(-1), 2018 u_texture_location_(-1),
2019 v_texture_location_(-1), 2019 v_texture_location_(-1),
2020 uv_texture_location_(-1), 2020 uv_texture_location_(-1),
2021 a_texture_location_(-1), 2021 a_texture_location_(-1),
2022 lut_texture_location_(-1), 2022 lut_texture_location_(-1),
2023 alpha_location_(-1), 2023 alpha_location_(-1),
2024 yuv_matrix_location_(-1), 2024 yuv_matrix_location_(-1),
2025 yuv_adj_location_(-1), 2025 yuv_adj_location_(-1),
2026 inverse_max_input_value_location_(-1),
2027 ya_size_location_(-1),
2028 uv_size_location_(-1),
2026 ya_clamp_rect_location_(-1), 2029 ya_clamp_rect_location_(-1),
2027 uv_clamp_rect_location_(-1), 2030 uv_clamp_rect_location_(-1),
2028 resource_multiplier_location_(-1), 2031 resource_multiplier_location_(-1),
2029 resource_offset_location_(-1) {} 2032 resource_offset_location_(-1) {}
2030 2033
2031 void FragmentShaderYUVVideo::SetFeatures(bool use_alpha_texture, 2034 void FragmentShaderYUVVideo::SetFeatures(bool use_alpha_texture,
2032 bool use_nv12, 2035 bool use_nv12,
2033 bool use_color_lut) { 2036 bool use_color_lut,
2037 HighbitTexture highbit_texture) {
2034 use_alpha_texture_ = use_alpha_texture; 2038 use_alpha_texture_ = use_alpha_texture;
2035 use_nv12_ = use_nv12; 2039 use_nv12_ = use_nv12;
2036 use_color_lut_ = use_color_lut; 2040 use_color_lut_ = use_color_lut;
2041 highbit_texture_ = highbit_texture;
2037 } 2042 }
2038 2043
2039 void FragmentShaderYUVVideo::Init(GLES2Interface* context, 2044 void FragmentShaderYUVVideo::Init(GLES2Interface* context,
2040 unsigned program, 2045 unsigned program,
2041 int* base_uniform_index) { 2046 int* base_uniform_index) {
2042 static const char* uniforms[] = { 2047 static const char* uniforms[] = {
2043 "y_texture", 2048 "y_texture",
2044 "u_texture", 2049 "u_texture",
2045 "v_texture", 2050 "v_texture",
2046 "uv_texture", 2051 "uv_texture",
2047 "a_texture", 2052 "a_texture",
2048 "lut_texture", 2053 "lut_texture",
2054 "yuv_matrix",
2055 "yuv_adj",
2049 "resource_multiplier", 2056 "resource_multiplier",
2050 "resource_offset", 2057 "resource_offset",
2051 "yuv_matrix", 2058 "inverse_max_input_value",
2052 "yuv_adj", 2059 "ya_size",
2060 "uv_size",
2053 "alpha", 2061 "alpha",
2054 "ya_clamp_rect", 2062 "ya_clamp_rect",
2055 "uv_clamp_rect", 2063 "uv_clamp_rect",
2056 }; 2064 };
2057 int locations[arraysize(uniforms)]; 2065 int locations[arraysize(uniforms)];
2058 2066
2059 GetProgramUniformLocations(context, 2067 GetProgramUniformLocations(context,
2060 program, 2068 program,
2061 arraysize(uniforms), 2069 arraysize(uniforms),
2062 uniforms, 2070 uniforms,
2063 locations, 2071 locations,
2064 base_uniform_index); 2072 base_uniform_index);
2065 y_texture_location_ = locations[0]; 2073 y_texture_location_ = locations[0];
2066 if (!use_nv12_) { 2074 if (!use_nv12_) {
2067 u_texture_location_ = locations[1]; 2075 u_texture_location_ = locations[1];
2068 v_texture_location_ = locations[2]; 2076 v_texture_location_ = locations[2];
2069 } else { 2077 } else {
2070 uv_texture_location_ = locations[3]; 2078 uv_texture_location_ = locations[3];
2071 } 2079 }
2072 if (use_alpha_texture_) { 2080 if (use_alpha_texture_) {
2073 a_texture_location_ = locations[4]; 2081 a_texture_location_ = locations[4];
2074 } 2082 }
2075 if (use_color_lut_) { 2083 if (use_color_lut_) {
2076 lut_texture_location_ = locations[5]; 2084 lut_texture_location_ = locations[5];
2077 resource_multiplier_location_ = locations[6];
2078 resource_offset_location_ = locations[7];
2079 } else { 2085 } else {
2080 yuv_matrix_location_ = locations[8]; 2086 yuv_matrix_location_ = locations[6];
2081 yuv_adj_location_ = locations[9]; 2087 yuv_adj_location_ = locations[7];
2082 } 2088 }
2083 alpha_location_ = locations[10]; 2089 if (highbit_texture_ == HIGHBIT_LUMINANCE_F16) {
2084 ya_clamp_rect_location_ = locations[11]; 2090 resource_multiplier_location_ = locations[8];
2085 uv_clamp_rect_location_ = locations[12]; 2091 resource_offset_location_ = locations[9];
2092 } else if (highbit_texture_ == HIGHBIT_RG88) {
2093 inverse_max_input_value_location_ = locations[10];
2094 ya_size_location_ = locations[11];
2095 uv_size_location_ = locations[12];
2096 }
2097 alpha_location_ = locations[13];
2098 ya_clamp_rect_location_ = locations[14];
2099 uv_clamp_rect_location_ = locations[15];
2086 } 2100 }
2087 2101
2088 std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, 2102 std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision,
2089 SamplerType sampler) const { 2103 SamplerType sampler) const {
2090 std::string head = SHADER0([]() { 2104 std::string head = SHADER0([]() {
2091 precision mediump float; 2105 precision mediump float;
2092 precision mediump int; 2106 precision mediump int;
2093 varying TexCoordPrecision vec2 v_yaTexCoord; 2107 varying TexCoordPrecision vec2 v_yaTexCoord;
2094 varying TexCoordPrecision vec2 v_uvTexCoord; 2108 varying TexCoordPrecision vec2 v_uvTexCoord;
2095 uniform SamplerType y_texture; 2109 uniform SamplerType y_texture;
2096 uniform float alpha; 2110 uniform float alpha;
2097 uniform vec4 ya_clamp_rect; 2111 uniform vec4 ya_clamp_rect;
2098 uniform vec4 uv_clamp_rect; 2112 uniform vec4 uv_clamp_rect;
2099 }); 2113 });
2100 2114
2101 std::string functions = ""; 2115 std::string functions = "";
2116 if (highbit_texture_ == HIGHBIT_RG88) {
2117 head += " uniform float inverse_max_input_value;\n";
2118 head += " uniform vec2 ya_size;\n";
2119 head += " uniform vec2 uv_size;\n";
2120 functions += SHADER0([]() {
2121 float GetFloat(vec2 rg) {
2122 return ((rg.g * 65280.0) + (rg.r * 255.0)) * inverse_max_input_value;
hubbe 2016/09/29 23:36:51 We can save an instruction here by dividing invers
dshwang 2016/10/05 15:13:40 Done. now uniform name is resource_multiplier as y
2123 }
2124
2125 float RGTextureLookupBilinear(SamplerType sampler, vec2 tex_coord,
2126 vec2 tex_size) {
2127 vec2 snap_tex_coord =
2128 (floor(tex_coord * tex_size) + vec2(0.5)) / tex_size;
2129 vec2 unit_texel = 1.0 / tex_size;
2130 float s1 = GetFloat(TextureLookup(sampler, snap_tex_coord).xy);
hubbe 2016/09/29 23:36:51 I would probably just include the TextureLookup()
dshwang 2016/10/05 15:13:41 Done.
2131 float s2 = GetFloat(
2132 TextureLookup(sampler, snap_tex_coord + vec2(unit_texel.x, 0.)).xy);
2133 float s3 = GetFloat(
2134 TextureLookup(sampler, snap_tex_coord + vec2(0., unit_texel.y)).xy);
2135 float s4 =
2136 GetFloat(TextureLookup(sampler, snap_tex_coord + unit_texel).xy);
2137 vec2 f = fract(tex_coord * tex_size);
2138 return mix(mix(s1, s2, f.x), mix(s3, s4, f.x), f.y);
2139 }
2140
2141 float GetY(vec2 ya_clamped) {
2142 return RGTextureLookupBilinear(y_texture, ya_clamped, ya_size);
2143 }
2144 });
2145 } else {
2146 functions += SHADER0([]() {
2147 float GetY(vec2 ya_clamped) {
2148 return TextureLookup(y_texture, ya_clamped).x;
2149 }
2150 });
2151 }
2152
2102 if (use_nv12_) { 2153 if (use_nv12_) {
2103 head += " uniform SamplerType uv_texture;\n"; 2154 head += " uniform SamplerType uv_texture;\n";
2104 functions += SHADER0([]() { 2155 functions += SHADER0([]() {
2105 vec2 GetUV(vec2 uv_clamped) { 2156 vec2 GetUV(vec2 uv_tex_coord) {
2157 vec2 uv_clamped =
hubbe 2016/09/29 23:36:51 I think you forgot to undo this, GetUV() gets uv_c
dshwang 2016/10/05 15:13:41 oops, thx!
2158 max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, uv_tex_coord));
2106 return TextureLookup(uv_texture, uv_clamped).xy; 2159 return TextureLookup(uv_texture, uv_clamped).xy;
2107 } 2160 }
2108 }); 2161 });
2109 } else { 2162 } else {
2110 head += " uniform SamplerType u_texture;\n"; 2163 head += " uniform SamplerType u_texture;\n";
2111 head += " uniform SamplerType v_texture;\n"; 2164 head += " uniform SamplerType v_texture;\n";
2112 functions += SHADER0([]() { 2165 if (highbit_texture_ == HIGHBIT_RG88) {
2113 vec2 GetUV(vec2 uv_clamped) { 2166 functions += SHADER0([]() {
2114 return vec2(TextureLookup(u_texture, uv_clamped).x, 2167 vec2 GetUV(vec2 uv_clamped) {
2115 TextureLookup(v_texture, uv_clamped).x); 2168 vec2 uv =
2116 } 2169 vec2(RGTextureLookupBilinear(u_texture, uv_clamped, uv_size),
2117 }); 2170 RGTextureLookupBilinear(v_texture, uv_clamped, uv_size));
2171 return uv;
2172 }
2173 });
2174 } else {
2175 functions += SHADER0([]() {
2176 vec2 GetUV(vec2 uv_clamped) {
2177 vec2 uv = vec2(TextureLookup(u_texture, uv_clamped).x,
2178 TextureLookup(v_texture, uv_clamped).x);
2179 return uv;
2180 }
2181 });
2182 }
2118 } 2183 }
2119 2184
2120 if (use_alpha_texture_) { 2185 if (use_alpha_texture_) {
2121 head += " uniform SamplerType a_texture;\n"; 2186 head += " uniform SamplerType a_texture;\n";
2122 functions += SHADER0([]() { 2187 functions += SHADER0([]() {
2123 float GetAlpha(vec2 ya_clamped) { 2188 float GetAlpha(vec2 ya_clamped) {
2124 return alpha * TextureLookup(a_texture, ya_clamped).x; 2189 return alpha * TextureLookup(a_texture, ya_clamped).x;
2125 } 2190 }
2126 }); 2191 });
2127 } else { 2192 } else {
2128 functions += SHADER0([]() { 2193 functions += SHADER0([]() {
2129 float GetAlpha(vec2 ya_clamped) { return alpha; } 2194 float GetAlpha(vec2 ya_clamped) { return alpha; }
2130 }); 2195 });
2131 } 2196 }
2132 2197
2133 if (use_color_lut_) { 2198 if (use_color_lut_) {
2134 head += " uniform sampler2D lut_texture;\n"; 2199 head += " uniform sampler2D lut_texture;\n";
2135 head += " uniform float resource_multiplier;\n";
2136 head += " uniform float resource_offset;\n";
2137 functions += SHADER0([]() { 2200 functions += SHADER0([]() {
2138 vec4 LUT(sampler2D sampler, vec3 pos, float size) { 2201 vec4 LUT(sampler2D sampler, vec3 pos, float size) {
2139 pos *= size - 1.0; 2202 pos *= size - 1.0;
2140 // Select layer 2203 // Select layer
2141 float layer = min(floor(pos.x), size - 2.0); 2204 float layer = min(floor(pos.x), size - 2.0);
2142 // Compress the yz coordinates so they stay within 2205 // Compress the yz coordinates so they stay within
2143 // [0.5 .. 31.5] / 32 (assuming a LUT size of 32^3) 2206 // [0.5 .. 31.5] / 32 (assuming a LUT size of 32^3)
2144 pos.yz = (pos.yz + vec2(0.5)) / size; 2207 pos.yz = (pos.yz + vec2(0.5)) / size;
2145 pos.z = (pos.z + layer) / size; 2208 pos.z = (pos.z + layer) / size;
2146 return mix(texture2D(sampler, pos.yz), 2209 return mix(texture2D(sampler, pos.yz),
2147 texture2D(sampler, pos.yz + vec2(0, 1.0 / size)), 2210 texture2D(sampler, pos.yz + vec2(0, 1.0 / size)),
2148 pos.x - layer); 2211 pos.x - layer);
2149 } 2212 }
2150
2151 vec3 yuv2rgb(vec3 yuv) {
2152 yuv = (yuv - vec3(resource_offset)) * resource_multiplier;
2153 return LUT(lut_texture, yuv, 32.0).xyz;
2154 }
2155 }); 2213 });
2214 if (highbit_texture_ == HIGHBIT_LUMINANCE_F16) {
2215 head += " uniform float resource_multiplier;\n";
2216 head += " uniform float resource_offset;\n";
2217 functions += SHADER0([]() {
2218 vec3 yuv2rgb(vec3 yuv) {
2219 yuv = (yuv - vec3(resource_offset)) * resource_multiplier;
2220 return LUT(lut_texture, yuv, 32.0).xyz;
2221 }
2222 });
2223 } else {
2224 functions += SHADER0([]() {
2225 vec3 yuv2rgb(vec3 yuv) { return LUT(lut_texture, yuv, 32.0).xyz; }
2226 });
2227 }
2156 } else { 2228 } else {
2157 head += " uniform mat3 yuv_matrix;\n"; 2229 head += " uniform mat3 yuv_matrix;\n";
2158 head += " uniform vec3 yuv_adj;\n"; 2230 head += " uniform vec3 yuv_adj;\n";
2159 functions += SHADER0([]() { 2231 functions += SHADER0([]() {
2160 vec3 yuv2rgb(vec3 yuv) { return yuv_matrix * (yuv + yuv_adj); } 2232 vec3 yuv2rgb(vec3 yuv) { return yuv_matrix * (yuv + yuv_adj); }
2161 }); 2233 });
2162 } 2234 }
2163 2235
2164 functions += SHADER0([]() { 2236 functions += SHADER0([]() {
2165 void main() { 2237 void main() {
2166 vec2 ya_clamped = 2238 vec2 ya_clamped =
2167 max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_yaTexCoord)); 2239 max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_yaTexCoord));
2168 float y_raw = TextureLookup(y_texture, ya_clamped).x; 2240 float y_raw = GetY(ya_clamped);
2169 vec2 uv_clamped = 2241 vec2 uv_clamped =
2170 max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord)); 2242 max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord));
2171 vec3 yuv = vec3(y_raw, GetUV(uv_clamped)); 2243 vec3 yuv = vec3(y_raw, GetUV(uv_clamped));
2172 gl_FragColor = vec4(yuv2rgb(yuv), 1.0) * GetAlpha(ya_clamped); 2244 gl_FragColor = vec4(yuv2rgb(yuv), 1.0) * GetAlpha(ya_clamped);
2173 } 2245 }
2174 }); 2246 });
2175 2247
2176 return FRAGMENT_SHADER(head, functions); 2248 return FRAGMENT_SHADER(head, functions);
2177 } 2249 }
2178 2250
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2252 void main() { 2324 void main() {
2253 vec4 d4 = min(edge_dist[0], edge_dist[1]); 2325 vec4 d4 = min(edge_dist[0], edge_dist[1]);
2254 vec2 d2 = min(d4.xz, d4.yw); 2326 vec2 d2 = min(d4.xz, d4.yw);
2255 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); 2327 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0);
2256 gl_FragColor = color * aa; 2328 gl_FragColor = color * aa;
2257 } 2329 }
2258 }); 2330 });
2259 } 2331 }
2260 2332
2261 } // namespace cc 2333 } // namespace cc
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