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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 ya_size_location_(-1), |
| 2027 uv_size_location_(-1), |
2026 ya_clamp_rect_location_(-1), | 2028 ya_clamp_rect_location_(-1), |
2027 uv_clamp_rect_location_(-1), | 2029 uv_clamp_rect_location_(-1), |
2028 resource_multiplier_location_(-1), | 2030 resource_multiplier_location_(-1), |
2029 resource_offset_location_(-1) {} | 2031 resource_offset_location_(-1) {} |
2030 | 2032 |
2031 void FragmentShaderYUVVideo::SetFeatures(bool use_alpha_texture, | 2033 void FragmentShaderYUVVideo::SetFeatures(bool use_alpha_texture, |
2032 bool use_nv12, | 2034 bool use_nv12, |
2033 bool use_color_lut) { | 2035 bool use_color_lut, |
| 2036 HighbitTexture highbit_texture) { |
2034 use_alpha_texture_ = use_alpha_texture; | 2037 use_alpha_texture_ = use_alpha_texture; |
2035 use_nv12_ = use_nv12; | 2038 use_nv12_ = use_nv12; |
2036 use_color_lut_ = use_color_lut; | 2039 use_color_lut_ = use_color_lut; |
| 2040 highbit_texture_ = highbit_texture; |
2037 } | 2041 } |
2038 | 2042 |
2039 void FragmentShaderYUVVideo::Init(GLES2Interface* context, | 2043 void FragmentShaderYUVVideo::Init(GLES2Interface* context, |
2040 unsigned program, | 2044 unsigned program, |
2041 int* base_uniform_index) { | 2045 int* base_uniform_index) { |
2042 static const char* uniforms[] = { | 2046 static const char* uniforms[] = { |
2043 "y_texture", | 2047 "y_texture", |
2044 "u_texture", | 2048 "u_texture", |
2045 "v_texture", | 2049 "v_texture", |
2046 "uv_texture", | 2050 "uv_texture", |
2047 "a_texture", | 2051 "a_texture", |
2048 "lut_texture", | 2052 "lut_texture", |
2049 "resource_multiplier", | 2053 "resource_multiplier", |
2050 "resource_offset", | 2054 "resource_offset", |
2051 "yuv_matrix", | 2055 "yuv_matrix", |
2052 "yuv_adj", | 2056 "yuv_adj", |
| 2057 "ya_size", |
| 2058 "uv_size", |
2053 "alpha", | 2059 "alpha", |
2054 "ya_clamp_rect", | 2060 "ya_clamp_rect", |
2055 "uv_clamp_rect", | 2061 "uv_clamp_rect", |
2056 }; | 2062 }; |
2057 int locations[arraysize(uniforms)]; | 2063 int locations[arraysize(uniforms)]; |
2058 | 2064 |
2059 GetProgramUniformLocations(context, | 2065 GetProgramUniformLocations(context, |
2060 program, | 2066 program, |
2061 arraysize(uniforms), | 2067 arraysize(uniforms), |
2062 uniforms, | 2068 uniforms, |
2063 locations, | 2069 locations, |
2064 base_uniform_index); | 2070 base_uniform_index); |
2065 y_texture_location_ = locations[0]; | 2071 y_texture_location_ = locations[0]; |
2066 if (!use_nv12_) { | 2072 if (!use_nv12_) { |
2067 u_texture_location_ = locations[1]; | 2073 u_texture_location_ = locations[1]; |
2068 v_texture_location_ = locations[2]; | 2074 v_texture_location_ = locations[2]; |
2069 } else { | 2075 } else { |
2070 uv_texture_location_ = locations[3]; | 2076 uv_texture_location_ = locations[3]; |
2071 } | 2077 } |
2072 if (use_alpha_texture_) { | 2078 if (use_alpha_texture_) { |
2073 a_texture_location_ = locations[4]; | 2079 a_texture_location_ = locations[4]; |
2074 } | 2080 } |
2075 if (use_color_lut_) { | 2081 if (use_color_lut_) { |
2076 lut_texture_location_ = locations[5]; | 2082 lut_texture_location_ = locations[5]; |
2077 resource_multiplier_location_ = locations[6]; | 2083 if (highbit_texture_ == HIGHBIT_LUMINANCE_F16 || |
2078 resource_offset_location_ = locations[7]; | 2084 highbit_texture_ == HIGHBIT_RG88) { |
| 2085 resource_multiplier_location_ = locations[6]; |
| 2086 } |
| 2087 if (highbit_texture_ == HIGHBIT_LUMINANCE_F16) { |
| 2088 resource_offset_location_ = locations[7]; |
| 2089 } |
2079 } else { | 2090 } else { |
2080 yuv_matrix_location_ = locations[8]; | 2091 yuv_matrix_location_ = locations[8]; |
2081 yuv_adj_location_ = locations[9]; | 2092 yuv_adj_location_ = locations[9]; |
2082 } | 2093 } |
2083 alpha_location_ = locations[10]; | 2094 if (highbit_texture_ == HIGHBIT_RG88) { |
2084 ya_clamp_rect_location_ = locations[11]; | 2095 ya_size_location_ = locations[10]; |
2085 uv_clamp_rect_location_ = locations[12]; | 2096 uv_size_location_ = locations[11]; |
| 2097 } |
| 2098 alpha_location_ = locations[12]; |
| 2099 ya_clamp_rect_location_ = locations[13]; |
| 2100 uv_clamp_rect_location_ = locations[14]; |
2086 } | 2101 } |
2087 | 2102 |
2088 std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, | 2103 std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
2089 SamplerType sampler) const { | 2104 SamplerType sampler) const { |
2090 std::string head = SHADER0([]() { | 2105 std::string head = SHADER0([]() { |
2091 precision mediump float; | 2106 precision mediump float; |
2092 precision mediump int; | 2107 precision mediump int; |
2093 varying TexCoordPrecision vec2 v_yaTexCoord; | 2108 varying TexCoordPrecision vec2 v_yaTexCoord; |
2094 varying TexCoordPrecision vec2 v_uvTexCoord; | 2109 varying TexCoordPrecision vec2 v_uvTexCoord; |
2095 uniform SamplerType y_texture; | 2110 uniform SamplerType y_texture; |
2096 uniform float alpha; | 2111 uniform float alpha; |
2097 uniform vec4 ya_clamp_rect; | 2112 uniform vec4 ya_clamp_rect; |
2098 uniform vec4 uv_clamp_rect; | 2113 uniform vec4 uv_clamp_rect; |
2099 }); | 2114 }); |
2100 | 2115 |
2101 std::string functions = ""; | 2116 std::string functions = ""; |
| 2117 if (highbit_texture_ == HIGHBIT_RG88) { |
| 2118 head += " uniform vec2 ya_size;\n"; |
| 2119 head += " uniform vec2 uv_size;\n"; |
| 2120 functions += SHADER0([]() { |
| 2121 float GetFloat(SamplerType sampler, vec2 tex_coord) { |
| 2122 vec2 rg = TextureLookup(sampler, tex_coord).xy; |
| 2123 return (rg.g * 256.0) + rg.r; |
| 2124 } |
| 2125 |
| 2126 // refer to Mesa sample_2d_linear() in s_texfilter.c |
| 2127 // https://cs.chromium.org/chromium/src/third_party/mesa/src/src/mesa/swra
st/s_texfilter.c?q=sample_2d_linear&sq=package:chromium |
| 2128 float RGTextureLookupBilinear(SamplerType sampler, vec2 tex_coord, |
| 2129 vec2 tex_size) { |
| 2130 vec2 unit_texel = 1.0 / tex_size; |
| 2131 vec2 unnorm_tex_coord = (tex_coord * tex_size) - vec2(0.5); |
| 2132 vec2 f = fract(unnorm_tex_coord); |
| 2133 vec2 snap_tex_coord = (floor(unnorm_tex_coord) + vec2(0.5)) / tex_size; |
| 2134 float s1 = GetFloat(sampler, snap_tex_coord); |
| 2135 float s2 = GetFloat(sampler, snap_tex_coord + vec2(unit_texel.x, 0.)); |
| 2136 float s3 = GetFloat(sampler, snap_tex_coord + vec2(0., unit_texel.y)); |
| 2137 float s4 = GetFloat(sampler, snap_tex_coord + unit_texel); |
| 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_clamped) { |
2106 return TextureLookup(uv_texture, uv_clamped).xy; | 2157 return TextureLookup(uv_texture, uv_clamped).xy; |
2107 } | 2158 } |
2108 }); | 2159 }); |
2109 } else { | 2160 } else { |
2110 head += " uniform SamplerType u_texture;\n"; | 2161 head += " uniform SamplerType u_texture;\n"; |
2111 head += " uniform SamplerType v_texture;\n"; | 2162 head += " uniform SamplerType v_texture;\n"; |
2112 functions += SHADER0([]() { | 2163 if (highbit_texture_ == HIGHBIT_RG88) { |
2113 vec2 GetUV(vec2 uv_clamped) { | 2164 functions += SHADER0([]() { |
2114 return vec2(TextureLookup(u_texture, uv_clamped).x, | 2165 vec2 GetUV(vec2 uv_clamped) { |
2115 TextureLookup(v_texture, uv_clamped).x); | 2166 vec2 uv = |
2116 } | 2167 vec2(RGTextureLookupBilinear(u_texture, uv_clamped, uv_size), |
2117 }); | 2168 RGTextureLookupBilinear(v_texture, uv_clamped, uv_size)); |
| 2169 return uv; |
| 2170 } |
| 2171 }); |
| 2172 } else { |
| 2173 functions += SHADER0([]() { |
| 2174 vec2 GetUV(vec2 uv_clamped) { |
| 2175 vec2 uv = vec2(TextureLookup(u_texture, uv_clamped).x, |
| 2176 TextureLookup(v_texture, uv_clamped).x); |
| 2177 return uv; |
| 2178 } |
| 2179 }); |
| 2180 } |
2118 } | 2181 } |
2119 | 2182 |
2120 if (use_alpha_texture_) { | 2183 if (use_alpha_texture_) { |
2121 head += " uniform SamplerType a_texture;\n"; | 2184 head += " uniform SamplerType a_texture;\n"; |
2122 functions += SHADER0([]() { | 2185 functions += SHADER0([]() { |
2123 float GetAlpha(vec2 ya_clamped) { | 2186 float GetAlpha(vec2 ya_clamped) { |
2124 return alpha * TextureLookup(a_texture, ya_clamped).x; | 2187 return alpha * TextureLookup(a_texture, ya_clamped).x; |
2125 } | 2188 } |
2126 }); | 2189 }); |
2127 } else { | 2190 } else { |
2128 functions += SHADER0([]() { | 2191 functions += SHADER0([]() { |
2129 float GetAlpha(vec2 ya_clamped) { return alpha; } | 2192 float GetAlpha(vec2 ya_clamped) { return alpha; } |
2130 }); | 2193 }); |
2131 } | 2194 } |
2132 | 2195 |
2133 if (use_color_lut_) { | 2196 if (use_color_lut_) { |
2134 head += " uniform sampler2D lut_texture;\n"; | 2197 head += " uniform sampler2D lut_texture;\n"; |
2135 head += " uniform float resource_multiplier;\n"; | |
2136 head += " uniform float resource_offset;\n"; | |
2137 functions += SHADER0([]() { | 2198 functions += SHADER0([]() { |
2138 vec4 LUT(sampler2D sampler, vec3 pos, float size) { | 2199 vec4 LUT(sampler2D sampler, vec3 pos, float size) { |
2139 pos *= size - 1.0; | 2200 pos *= size - 1.0; |
2140 // Select layer | 2201 // Select layer |
2141 float layer = min(floor(pos.x), size - 2.0); | 2202 float layer = min(floor(pos.x), size - 2.0); |
2142 // Compress the yz coordinates so they stay within | 2203 // Compress the yz coordinates so they stay within |
2143 // [0.5 .. 31.5] / 32 (assuming a LUT size of 32^3) | 2204 // [0.5 .. 31.5] / 32 (assuming a LUT size of 32^3) |
2144 pos.yz = (pos.yz + vec2(0.5)) / size; | 2205 pos.yz = (pos.yz + vec2(0.5)) / size; |
2145 pos.z = (pos.z + layer) / size; | 2206 pos.z = (pos.z + layer) / size; |
2146 return mix(texture2D(sampler, pos.yz), | 2207 return mix(texture2D(sampler, pos.yz), |
2147 texture2D(sampler, pos.yz + vec2(0, 1.0 / size)), | 2208 texture2D(sampler, pos.yz + vec2(0, 1.0 / size)), |
2148 pos.x - layer); | 2209 pos.x - layer); |
2149 } | 2210 } |
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 }); | 2211 }); |
| 2212 if (highbit_texture_ == HIGHBIT_LUMINANCE_F16) { |
| 2213 head += " uniform float resource_multiplier;\n"; |
| 2214 head += " uniform float resource_offset;\n"; |
| 2215 functions += SHADER0([]() { |
| 2216 vec3 yuv2rgb(vec3 yuv) { |
| 2217 yuv = (yuv - vec3(resource_offset)) * resource_multiplier; |
| 2218 return LUT(lut_texture, yuv, 32.0).xyz; |
| 2219 } |
| 2220 }); |
| 2221 } else if (highbit_texture_ == HIGHBIT_RG88) { |
| 2222 head += " uniform float resource_multiplier;\n"; |
| 2223 functions += SHADER0([]() { |
| 2224 vec3 yuv2rgb(vec3 yuv) { |
| 2225 yuv = yuv * resource_multiplier; |
| 2226 return LUT(lut_texture, yuv, 32.0).xyz; |
| 2227 } |
| 2228 }); |
| 2229 } else { |
| 2230 functions += SHADER0([]() { |
| 2231 vec3 yuv2rgb(vec3 yuv) { return LUT(lut_texture, yuv, 32.0).xyz; } |
| 2232 }); |
| 2233 } |
2156 } else { | 2234 } else { |
2157 head += " uniform mat3 yuv_matrix;\n"; | 2235 head += " uniform mat3 yuv_matrix;\n"; |
2158 head += " uniform vec3 yuv_adj;\n"; | 2236 head += " uniform vec3 yuv_adj;\n"; |
2159 functions += SHADER0([]() { | 2237 functions += SHADER0([]() { |
2160 vec3 yuv2rgb(vec3 yuv) { return yuv_matrix * (yuv + yuv_adj); } | 2238 vec3 yuv2rgb(vec3 yuv) { return yuv_matrix * (yuv + yuv_adj); } |
2161 }); | 2239 }); |
2162 } | 2240 } |
2163 | 2241 |
2164 functions += SHADER0([]() { | 2242 functions += SHADER0([]() { |
2165 void main() { | 2243 void main() { |
2166 vec2 ya_clamped = | 2244 vec2 ya_clamped = |
2167 max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_yaTexCoord)); | 2245 max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_yaTexCoord)); |
2168 float y_raw = TextureLookup(y_texture, ya_clamped).x; | 2246 float y_raw = GetY(ya_clamped); |
2169 vec2 uv_clamped = | 2247 vec2 uv_clamped = |
2170 max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord)); | 2248 max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord)); |
2171 vec3 yuv = vec3(y_raw, GetUV(uv_clamped)); | 2249 vec3 yuv = vec3(y_raw, GetUV(uv_clamped)); |
2172 gl_FragColor = vec4(yuv2rgb(yuv), 1.0) * GetAlpha(ya_clamped); | 2250 gl_FragColor = vec4(yuv2rgb(yuv), 1.0) * GetAlpha(ya_clamped); |
2173 } | 2251 } |
2174 }); | 2252 }); |
2175 | 2253 |
2176 return FRAGMENT_SHADER(head, functions); | 2254 return FRAGMENT_SHADER(head, functions); |
2177 } | 2255 } |
2178 | 2256 |
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2252 void main() { | 2330 void main() { |
2253 vec4 d4 = min(edge_dist[0], edge_dist[1]); | 2331 vec4 d4 = min(edge_dist[0], edge_dist[1]); |
2254 vec2 d2 = min(d4.xz, d4.yw); | 2332 vec2 d2 = min(d4.xz, d4.yw); |
2255 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); | 2333 float aa = clamp(gl_FragCoord.w * min(d2.x, d2.y), 0.0, 1.0); |
2256 gl_FragColor = color * aa; | 2334 gl_FragColor = color * aa; |
2257 } | 2335 } |
2258 }); | 2336 }); |
2259 } | 2337 } |
2260 | 2338 |
2261 } // namespace cc | 2339 } // namespace cc |
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