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Unified Diff: cc/output/shader.cc

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: add pixel tests for RG88 and resolve hubbe's comments Created 4 years, 2 months ago
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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));

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