Chromium Code Reviews| Index: cc/output/shader.cc |
| diff --git a/cc/output/shader.cc b/cc/output/shader.cc |
| index b5d163862d14e010aa19d5bcd083278366ed34b4..c5ae9af493eacb0a95ef6ecb54d4be7b0c4546fd 100644 |
| --- a/cc/output/shader.cc |
| +++ b/cc/output/shader.cc |
| @@ -2023,6 +2023,8 @@ FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
| alpha_location_(-1), |
| yuv_matrix_location_(-1), |
| yuv_adj_location_(-1), |
| + ya_size_location_(-1), |
| + uv_size_location_(-1), |
| ya_clamp_rect_location_(-1), |
| uv_clamp_rect_location_(-1), |
| resource_multiplier_location_(-1), |
| @@ -2030,29 +2032,23 @@ FragmentShaderYUVVideo::FragmentShaderYUVVideo() |
| void FragmentShaderYUVVideo::SetFeatures(bool use_alpha_texture, |
| bool use_nv12, |
| - bool use_color_lut) { |
| + bool use_color_lut, |
| + HighbitTexture highbit_texture) { |
| use_alpha_texture_ = use_alpha_texture; |
| use_nv12_ = use_nv12; |
| use_color_lut_ = use_color_lut; |
| + highbit_texture_ = highbit_texture; |
| } |
| void FragmentShaderYUVVideo::Init(GLES2Interface* context, |
| unsigned program, |
| int* base_uniform_index) { |
| static const char* uniforms[] = { |
| - "y_texture", |
| - "u_texture", |
| - "v_texture", |
| - "uv_texture", |
| - "a_texture", |
| - "lut_texture", |
| - "resource_multiplier", |
| - "resource_offset", |
| - "yuv_matrix", |
| - "yuv_adj", |
| - "alpha", |
| - "ya_clamp_rect", |
| - "uv_clamp_rect", |
| + "y_texture", "u_texture", "v_texture", |
| + "uv_texture", "a_texture", "lut_texture", |
| + "yuv_matrix", "yuv_adj", "resource_multiplier", |
| + "resource_offset", "ya_size", "uv_size", |
| + "alpha", "ya_clamp_rect", "uv_clamp_rect", |
| }; |
| int locations[arraysize(uniforms)]; |
| @@ -2074,15 +2070,21 @@ void FragmentShaderYUVVideo::Init(GLES2Interface* context, |
| } |
| if (use_color_lut_) { |
| lut_texture_location_ = locations[5]; |
| - resource_multiplier_location_ = locations[6]; |
| - resource_offset_location_ = locations[7]; |
| } else { |
| - yuv_matrix_location_ = locations[8]; |
| - yuv_adj_location_ = locations[9]; |
| + yuv_matrix_location_ = locations[6]; |
| + yuv_adj_location_ = locations[7]; |
| + } |
| + if (highbit_texture_ == HIGHBIT_LUMINANCE_F16) { |
| + resource_multiplier_location_ = locations[8]; |
| + resource_offset_location_ = locations[9]; |
| + } else if (highbit_texture_ == HIGHBIT_RG88) { |
| + resource_multiplier_location_ = locations[8]; |
| + ya_size_location_ = locations[10]; |
| + uv_size_location_ = locations[11]; |
| } |
| - alpha_location_ = locations[10]; |
| - ya_clamp_rect_location_ = locations[11]; |
| - uv_clamp_rect_location_ = locations[12]; |
| + alpha_location_ = locations[12]; |
| + ya_clamp_rect_location_ = locations[13]; |
| + uv_clamp_rect_location_ = locations[14]; |
| } |
| std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
| @@ -2099,6 +2101,50 @@ std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
| }); |
| std::string functions = ""; |
| + if (highbit_texture_ == HIGHBIT_RG88) { |
| + head += " uniform float resource_multiplier;\n"; |
| + head += " uniform vec2 ya_size;\n"; |
| + head += " uniform vec2 uv_size;\n"; |
| + functions += SHADER0([]() { |
| + float GetFloat(SamplerType sampler, vec2 tex_coord) { |
| + vec2 rg = TextureLookup(sampler, tex_coord).xy; |
| + return ((rg.g * 256.0) + rg.r) * resource_multiplier; |
|
hubbe
2016/10/05 18:03:25
Instead of multiplying by resource_multiplier here
dshwang
2016/10/07 12:35:01
Good point! Done.
|
| + } |
| + |
| + float RGTextureLookupBilinear(SamplerType sampler, vec2 tex_coord, |
| + vec2 tex_size) { |
| + vec2 snap_tex_coord = |
| + (floor(tex_coord * tex_size) + vec2(0.5)) / tex_size; |
| + vec2 negativeOffset = |
| + -vec2(lessThan(tex_coord, snap_tex_coord)) / tex_size; |
| + // |snap_tex_coord| points out middle of texel. e.g. 1.5 |
| + // |snap_tex_coord| is always less than or equal to |tex_coord|. |
| + // When |tex_coord| points 1.6, sample |snap_tex_coord| texel and |
| + // |snap_tex_coord| + 1 texel. |
| + // When |tex_coord| points 1.4, sample |snap_tex_coord| texel and |
| + // |snap_tex_coord| - 1 texel. |
| + snap_tex_coord = snap_tex_coord + negativeOffset; |
| + vec2 unit_texel = 1.0 / tex_size; |
| + float s1 = GetFloat(sampler, snap_tex_coord); |
| + float s2 = GetFloat(sampler, snap_tex_coord + vec2(unit_texel.x, 0.)); |
| + float s3 = GetFloat(sampler, snap_tex_coord + vec2(0., unit_texel.y)); |
| + float s4 = GetFloat(sampler, snap_tex_coord + unit_texel); |
| + vec2 f = fract((tex_coord - snap_tex_coord) * tex_size); |
| + return mix(mix(s1, s2, f.x), mix(s3, s4, f.x), f.y); |
| + } |
| + |
| + float GetY(vec2 ya_clamped) { |
| + return RGTextureLookupBilinear(y_texture, ya_clamped, ya_size); |
| + } |
| + }); |
| + } else { |
| + functions += SHADER0([]() { |
| + float GetY(vec2 ya_clamped) { |
| + return TextureLookup(y_texture, ya_clamped).x; |
| + } |
| + }); |
| + } |
| + |
| if (use_nv12_) { |
| head += " uniform SamplerType uv_texture;\n"; |
| functions += SHADER0([]() { |
| @@ -2109,12 +2155,24 @@ std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
| } else { |
| head += " uniform SamplerType u_texture;\n"; |
| head += " uniform SamplerType v_texture;\n"; |
| - functions += SHADER0([]() { |
| - vec2 GetUV(vec2 uv_clamped) { |
| - return vec2(TextureLookup(u_texture, uv_clamped).x, |
| - TextureLookup(v_texture, uv_clamped).x); |
| - } |
| - }); |
| + if (highbit_texture_ == HIGHBIT_RG88) { |
| + functions += SHADER0([]() { |
| + vec2 GetUV(vec2 uv_clamped) { |
| + vec2 uv = |
| + vec2(RGTextureLookupBilinear(u_texture, uv_clamped, uv_size), |
| + RGTextureLookupBilinear(v_texture, uv_clamped, uv_size)); |
| + return uv; |
| + } |
| + }); |
| + } else { |
| + functions += SHADER0([]() { |
| + vec2 GetUV(vec2 uv_clamped) { |
| + vec2 uv = vec2(TextureLookup(u_texture, uv_clamped).x, |
| + TextureLookup(v_texture, uv_clamped).x); |
| + return uv; |
| + } |
| + }); |
| + } |
| } |
| if (use_alpha_texture_) { |
| @@ -2132,8 +2190,6 @@ std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
| if (use_color_lut_) { |
| head += " uniform sampler2D lut_texture;\n"; |
| - head += " uniform float resource_multiplier;\n"; |
| - head += " uniform float resource_offset;\n"; |
| functions += SHADER0([]() { |
| vec4 LUT(sampler2D sampler, vec3 pos, float size) { |
| pos *= size - 1.0; |
| @@ -2147,12 +2203,21 @@ std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
| texture2D(sampler, pos.yz + vec2(0, 1.0 / size)), |
| pos.x - layer); |
| } |
| - |
| - vec3 yuv2rgb(vec3 yuv) { |
| - yuv = (yuv - vec3(resource_offset)) * resource_multiplier; |
| - return LUT(lut_texture, yuv, 32.0).xyz; |
| - } |
| }); |
| + if (highbit_texture_ == HIGHBIT_LUMINANCE_F16) { |
| + head += " uniform float resource_multiplier;\n"; |
| + head += " uniform float resource_offset;\n"; |
| + functions += SHADER0([]() { |
| + vec3 yuv2rgb(vec3 yuv) { |
| + yuv = (yuv - vec3(resource_offset)) * resource_multiplier; |
| + return LUT(lut_texture, yuv, 32.0).xyz; |
| + } |
| + }); |
| + } else { |
| + functions += SHADER0([]() { |
| + vec3 yuv2rgb(vec3 yuv) { return LUT(lut_texture, yuv, 32.0).xyz; } |
| + }); |
| + } |
| } else { |
| head += " uniform mat3 yuv_matrix;\n"; |
| head += " uniform vec3 yuv_adj;\n"; |
| @@ -2165,7 +2230,7 @@ std::string FragmentShaderYUVVideo::GetShaderString(TexCoordPrecision precision, |
| void main() { |
| vec2 ya_clamped = |
| max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_yaTexCoord)); |
| - float y_raw = TextureLookup(y_texture, ya_clamped).x; |
| + float y_raw = GetY(ya_clamped); |
| vec2 uv_clamped = |
| max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord)); |
| vec3 yuv = vec3(y_raw, GetUV(uv_clamped)); |