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Unified Diff: gpu/command_buffer/service/gles2_cmd_srgb_converter.cc

Issue 2286593002: [Command Buffer] emulate SRGB color format for BlitFramebuffer in OpenGL (Closed)
Patch Set: addressed feedbacks from piman and kbr Created 4 years, 3 months ago
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Index: gpu/command_buffer/service/gles2_cmd_srgb_converter.cc
diff --git a/gpu/command_buffer/service/gles2_cmd_srgb_converter.cc b/gpu/command_buffer/service/gles2_cmd_srgb_converter.cc
new file mode 100644
index 0000000000000000000000000000000000000000..ffbaf3059e5384432e264139e5a5b321788246b6
--- /dev/null
+++ b/gpu/command_buffer/service/gles2_cmd_srgb_converter.cc
@@ -0,0 +1,326 @@
+// Copyright (c) 2016 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 "gpu/command_buffer/service/gles2_cmd_srgb_converter.h"
+
+#include "gpu/command_buffer/service/texture_manager.h"
+#include "ui/gl/gl_version_info.h"
+
+namespace {
+
+void CompileShader(GLuint shader, const char* shader_source) {
+ glShaderSource(shader, 1, &shader_source, 0);
+ glCompileShader(shader);
+#ifndef NDEBUG
+ GLint compile_status;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
+ if (GL_TRUE != compile_status)
+ DLOG(ERROR) << "CopyTexImage: shader compilation failure.";
+#endif
+}
+
+} // anonymous namespace
+
+namespace gpu {
+namespace gles2 {
+
+SRGBConverter::SRGBConverter(
+ const gles2::FeatureInfo* feature_info)
+ : feature_info_(feature_info) {
+}
+
+SRGBConverter::~SRGBConverter() {}
+
+
+
+void SRGBConverter::InitializeSRGBConverterProgram() {
+ if (srgb_converter_program_) {
+ return;
+ }
+
+ srgb_converter_program_ = glCreateProgram();
+
+ // Compile the vertex shader
+ const char* vs_source =
+ "#version 150\n"
+ "out vec2 v_texcoord;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " const vec2 quad_positions[6] = vec2[6]\n"
+ " (\n"
+ " vec2(0.0f, 0.0f),\n"
+ " vec2(0.0f, 1.0f),\n"
+ " vec2(1.0f, 0.0f),\n"
+ "\n"
+ " vec2(0.0f, 1.0f),\n"
+ " vec2(1.0f, 0.0f),\n"
+ " vec2(1.0f, 1.0f)\n"
+ " );\n"
+ "\n"
+ " vec2 xy = vec2((quad_positions[gl_VertexID] * 2.0) - 1.0);\n"
+ " gl_Position = vec4(xy, 0.0, 1.0);\n"
+ " v_texcoord = quad_positions[gl_VertexID];\n"
+ "}\n";
+ GLuint vs = glCreateShader(GL_VERTEX_SHADER);
+ CompileShader(vs, vs_source);
+ glAttachShader(srgb_converter_program_, vs);
+ glDeleteShader(vs);
+
+ // Compile the fragment shader
+
+ // Sampling texels from a srgb texture to a linear image, it will convert
+ // the srgb color space to linear color space automatically as a part of
+ // filtering. See the section <sRGB Texture Color Conversion> in GLES and
+ // OpenGL spec. So during decoding, we don't need to use the equation to
+ // explicitly decode srgb to linear in fragment shader.
+ // Drawing to a srgb image, it will convert linear to srgb automatically.
+ // See the section <sRGB Conversion> in GLES and OpenGL spec. So during
+ // encoding, we don't need to use the equation to explicitly encode linear
+ // to srgb in fragment shader.
+ // As a result, we just use a simple fragment shader to do srgb conversion.
+ const char* fs_source =
+ "#version 150\n"
+ "uniform sampler2D u_source_texture;\n"
+ "in vec2 v_texcoord;\n"
+ "out vec4 output_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c = texture(u_source_texture, v_texcoord);\n"
+ " output_color = c;\n"
+ "}\n";
+
+ GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
+ CompileShader(fs, fs_source);
+ glAttachShader(srgb_converter_program_, fs);
+ glDeleteShader(fs);
+
+ glLinkProgram(srgb_converter_program_);
+#ifndef NDEBUG
+ GLint linked = 0;
+ glGetProgramiv(srgb_converter_program_, GL_LINK_STATUS, &linked);
+ if (!linked) {
+ DLOG(ERROR) << "BlitFramebuffer: program link failure.";
+ }
+#endif
+
+ GLuint texture_uniform =
+ glGetUniformLocation(srgb_converter_program_, "u_source_texture");
+ glUseProgram(srgb_converter_program_);
+ glUniform1i(texture_uniform, 0);
+}
+
+void SRGBConverter::InitializeSRGBConverter(
+ const gles2::GLES2Decoder* decoder) {
+ if (srgb_converter_initialized_) {
+ return;
+ }
+
+ InitializeSRGBConverterProgram();
+
+ glGenTextures(
+ srgb_converter_textures_.size(), srgb_converter_textures_.data());
+ glActiveTexture(GL_TEXTURE0);
+ for (auto srgb_converter_texture : srgb_converter_textures_) {
+ glBindTexture(GL_TEXTURE_2D, srgb_converter_texture);
+
+ // Use linear, non-mipmapped sampling with the srgb converter texture
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+
+ glGenFramebuffersEXT(1, &srgb_decoder_fbo_);
+ glGenFramebuffersEXT(1, &srgb_encoder_fbo_);
+
+ glGenVertexArraysOES(1, &srgb_converter_vao_);
+
+ decoder->RestoreTextureUnitBindings(0);
+ decoder->RestoreActiveTexture();
+ decoder->RestoreProgramBindings();
+
+ srgb_converter_initialized_ = true;
+}
+
+void SRGBConverter::Destroy() {
+ if (srgb_converter_initialized_) {
+ glDeleteTextures(srgb_converter_textures_.size(),
+ srgb_converter_textures_.data());
+ srgb_converter_textures_.fill(0);
+
+ glDeleteFramebuffersEXT(1, &srgb_decoder_fbo_);
+ srgb_decoder_fbo_ = 0;
+ glDeleteFramebuffersEXT(1, &srgb_encoder_fbo_);
+ srgb_encoder_fbo_ = 0;
+
+ glDeleteVertexArraysOES(1, &srgb_converter_vao_);
+ srgb_converter_vao_ = 0;
+
+ glDeleteProgram(srgb_converter_program_);
+ srgb_converter_program_ = 0;
+
+ srgb_converter_initialized_ = false;
+ }
+}
+
+void SRGBConverter::Blit(
+ const gles2::GLES2Decoder* decoder,
+ GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter,
+ const gfx::Size& framebuffer_size,
+ GLuint src_framebuffer,
+ GLenum src_framebuffer_internal_format,
+ GLenum src_framebuffer_format,
+ GLenum src_framebuffer_type,
+ GLuint dst_framebuffer,
+ bool decode,
+ bool encode) {
+ // This function blits srgb image in src fb to srgb image in dst fb.
+ // The steps are:
+ // 1) Copy and crop pixels from source srgb image to the 1st texture(srgb).
+ // 2) Sampling from the 1st texture and drawing to the 2nd texture(linear).
+ // During this step, color space is converted from srgb to linear.
+ // 3) Blit pixels from the 2nd texture to the 3rd texture(linear).
+ // 4) Sampling from the 3rd texture and drawing to the dst image(srgb).
+ // During this step, color space is converted from linear to srgb.
+ // If we need to blit from linear to srgb or vice versa, some steps will be
+ // skipped.
+ DCHECK(srgb_converter_initialized_);
+
+ // Set the states
+ glActiveTexture(GL_TEXTURE0);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_CULL_FACE);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_BLEND);
+ glDisable(GL_DITHER);
+
+ // Copy the image from read buffer to the 1st texture(srgb).
+ // TODO(yunchao) If the read buffer is a fbo texture, we can sample
+ // directly from that texture. In this way, we can save gpu memory.
+ GLuint width_read = 0, height_read = 0, xoffset = 0, yoffset = 0;
+ if (decode) {
+ glBindFramebufferEXT(GL_FRAMEBUFFER, src_framebuffer);
+ glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[0]);
+
+ // We should not copy pixels outside of the read framebuffer. If we read
+ // these pixels, they would become in-bound during BlitFramebuffer. However,
+ // Out-of-bounds pixels will be initialized to 0 in CopyTexSubImage.
+ // But they should read as if the GL_CLAMP_TO_EDGE texture mapping mode
+ // were applied during BlitFramebuffer when the filter is GL_LINEAR.
+ GLuint x = srcX1 > srcX0 ? srcX0 : srcX1;
+ GLuint y = srcY1 > srcY0 ? srcY0 : srcY1;
+ width_read = srcX1 > srcX0 ? srcX1 - srcX0 : srcX0 - srcX1;
+ height_read = srcY1 > srcY0 ? srcY1 - srcY0 : srcY0 - srcY1;
+ gfx::Rect c(0, 0, framebuffer_size.width(), framebuffer_size.height());
+ c.Intersect(gfx::Rect(x, y, width_read, height_read));
+ xoffset = c.x() - x;
+ yoffset = c.y() - y;
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, src_framebuffer_internal_format,
+ c.x(), c.y(), c.width(), c.height(), 0);
+
+ // Make a temporary linear texture as the 2nd texture, where we
+ // render the converted (srgb to linear) result to.
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+
+ glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[1]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ c.width(), c.height(),
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glBindFramebufferEXT(GL_FRAMEBUFFER, srgb_decoder_fbo_);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, srgb_converter_textures_[1], 0);
+
+ // Sampling from the 1st texture(srgb) and drawing to the
+ // 2nd texture(linear),
+ glUseProgram(srgb_converter_program_);
+ glViewport(0, 0, width_read, height_read);
+
+ glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[0]);
+ glBindVertexArrayOES(srgb_converter_vao_);
+
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ } else {
+ // Set approriate read framebuffer if decoding is skipped.
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER, src_framebuffer);
+ }
+
+ // Create the 3rd texture(linear) as encoder_fbo's draw buffer. But we can
+ // reuse the 1st texture and re-allocate the image. Then Blit framebuffer
+ // from the 2nd texture(linear) to the 3rd texture. Filtering is done
+ // during bliting. Note that the src and dst coordinates may be reversed.
+ GLuint width_draw = 0, height_draw = 0;
+ if (encode) {
+ glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[0]);
+
+ width_draw = dstX1 > dstX0 ? dstX1 - dstX0 : dstX0 - dstX1;
+ height_draw = dstY1 > dstY0 ? dstY1 - dstY0 : dstY0 - dstY1;
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+ glTexImage2D(
+ GL_TEXTURE_2D, 0, decode ? GL_RGBA : src_framebuffer_internal_format,
+ width_draw, height_draw, 0,
+ decode ? GL_RGBA : src_framebuffer_format,
+ decode ? GL_UNSIGNED_BYTE : src_framebuffer_type,
+ nullptr);
+
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, srgb_encoder_fbo_);
+ glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, srgb_converter_textures_[0], 0);
+ } else {
+ // Set approriate draw framebuffer if encoding is skipped.
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, dst_framebuffer);
+ }
+
+ glBlitFramebuffer(
+ decode ? (srcX0 < srcX1 ? 0 - xoffset : width_read - xoffset) : srcX0,
+ decode ? (srcY0 < srcY1 ? 0 - yoffset : height_read - yoffset) : srcY0,
+ decode ? (srcX0 < srcX1 ? width_read - xoffset : 0 - xoffset) : srcX1,
+ decode ? (srcY0 < srcY1 ? height_read - yoffset : 0 - yoffset) : srcY1,
+ encode ? (dstX0 < dstX1 ? 0 : width_draw) : dstX0,
+ encode ? (dstY0 < dstY1 ? 0 : height_draw) : dstY0,
+ encode ? (dstX0 < dstX1 ? width_draw : 0) : dstX1,
+ encode ? (dstY0 < dstY1 ? height_draw : 0) : dstY1,
+ mask, filter);
+
+ // Sampling from the 3rd texture(linear) and drawing to the target srgb image.
+ // During this step, color space is converted from linear to srgb. We should
+ // set appropriate viewport to draw to the correct location in target FB.
+ if (encode) {
+ GLuint xstart = dstX0 < dstX1 ? dstX0 : dstX1;
+ GLuint ystart = dstY0 < dstY1 ? dstY0 : dstY1;
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, dst_framebuffer);
+ glUseProgram(srgb_converter_program_);
+ glViewport(xstart, ystart, width_draw, height_draw);
+
+ glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[0]);
+ glBindVertexArrayOES(srgb_converter_vao_);
+
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+ }
+
+ // Restore state
+ decoder->RestoreAllAttributes();
+ decoder->RestoreTextureUnitBindings(0);
+ decoder->RestoreActiveTexture();
+ decoder->RestoreProgramBindings();
+ decoder->RestoreBufferBindings();
+ decoder->RestoreFramebufferBindings();
+ decoder->RestoreGlobalState();
+}
+
+} // namespace gles2.
+} // namespace gpu
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