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Unified Diff: cc/output/shader.cc

Issue 2674763003: cc: Separate YUV from LUT color conversion (Closed)
Patch Set: More rebaselines Created 3 years, 10 months ago
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Index: cc/output/shader.cc
diff --git a/cc/output/shader.cc b/cc/output/shader.cc
index 055bedaaba359a943e8285c9d3bb8a21f7b85ddd..e64dd0528d4647dc6ab96f6f139a2da454254dec 100644
--- a/cc/output/shader.cc
+++ b/cc/output/shader.cc
@@ -435,20 +435,16 @@ void FragmentShader::Init(GLES2Interface* context,
uniforms.push_back("a_texture");
uniforms.push_back("ya_clamp_rect");
uniforms.push_back("uv_clamp_rect");
- if (color_conversion_mode_ == COLOR_CONVERSION_MODE_LUT_FROM_YUV) {
- uniforms.push_back("lut_texture");
- uniforms.push_back("lut_size");
- uniforms.push_back("resource_multiplier");
- uniforms.push_back("resource_offset");
- } else {
- uniforms.push_back("yuv_matrix");
- uniforms.push_back("yuv_adj");
- }
+ uniforms.push_back("yuv_and_resource_matrix");
break;
case INPUT_COLOR_SOURCE_UNIFORM:
uniforms.push_back("color");
break;
}
+ if (color_conversion_mode_ == COLOR_CONVERSION_MODE_LUT) {
+ uniforms.push_back("lut_texture");
+ uniforms.push_back("lut_size");
+ }
locations.resize(uniforms.size());
@@ -492,20 +488,16 @@ void FragmentShader::Init(GLES2Interface* context,
a_texture_location_ = locations[index++];
ya_clamp_rect_location_ = locations[index++];
uv_clamp_rect_location_ = locations[index++];
- if (color_conversion_mode_ == COLOR_CONVERSION_MODE_LUT_FROM_YUV) {
- lut_texture_location_ = locations[index++];
- lut_size_location_ = locations[index++];
- resource_multiplier_location_ = locations[index++];
- resource_offset_location_ = locations[index++];
- } else {
- yuv_matrix_location_ = locations[index++];
- yuv_adj_location_ = locations[index++];
- }
+ yuv_and_resource_matrix_location_ = locations[index++];
break;
case INPUT_COLOR_SOURCE_UNIFORM:
color_location_ = locations[index++];
break;
}
+ if (color_conversion_mode_ == COLOR_CONVERSION_MODE_LUT) {
+ lut_texture_location_ = locations[index++];
+ lut_size_location_ = locations[index++];
+ }
DCHECK_EQ(index, locations.size());
}
@@ -849,54 +841,27 @@ std::string FragmentShader::GetShaderSource() const {
SRC("vec2 uv_clamped =");
SRC(" max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord));");
// Read the Y and UV or U and V textures into |yuv|.
- SRC("vec3 yuv;");
- SRC("yuv.x = TextureLookup(y_texture, ya_clamped).x;");
+ SRC("vec4 texColor;");
+ SRC("texColor.w = 1.0;");
+ SRC("texColor.x = TextureLookup(y_texture, ya_clamped).x;");
if (uv_texture_mode_ == UV_TEXTURE_MODE_UV) {
HDR("uniform SamplerType uv_texture;");
- SRC("yuv.yz = TextureLookup(uv_texture, uv_clamped).xy;");
+ SRC("texColor.yz = TextureLookup(uv_texture, uv_clamped).xy;");
}
if (uv_texture_mode_ == UV_TEXTURE_MODE_U_V) {
HDR("uniform SamplerType u_texture;");
HDR("uniform SamplerType v_texture;");
- SRC("yuv.y = TextureLookup(u_texture, uv_clamped).x;");
- SRC("yuv.z = TextureLookup(v_texture, uv_clamped).x;");
+ SRC("texColor.y = TextureLookup(u_texture, uv_clamped).x;");
+ SRC("texColor.z = TextureLookup(v_texture, uv_clamped).x;");
}
if (yuv_alpha_texture_mode_ == YUV_HAS_ALPHA_TEXTURE)
HDR("uniform SamplerType a_texture;");
HDR("uniform vec4 ya_clamp_rect;");
HDR("uniform vec4 uv_clamp_rect;");
- // Convert YUV to RGB.
- if (color_conversion_mode_ == COLOR_CONVERSION_MODE_LUT_FROM_YUV) {
- HDR("uniform sampler2D lut_texture;");
- HDR("uniform float lut_size;");
- HDR("uniform float resource_multiplier;");
- HDR("uniform float resource_offset;");
- HDR("vec4 LUT(sampler2D sampler, vec3 pos, float size) {");
- HDR(" pos *= size - 1.0;");
- HDR(" // Select layer");
- HDR(" float layer = min(floor(pos.z), size - 2.0);");
- HDR(" // Compress the xy coordinates so they stay within");
- HDR(" // [0.5 .. 31.5] / N (assuming a LUT size of 17^3)");
- HDR(" pos.xy = (pos.xy + vec2(0.5)) / size;");
- HDR(" pos.y = (pos.y + layer) / size;");
- HDR(" return mix(texture2D(sampler, pos.xy),");
- HDR(" texture2D(sampler, pos.xy + vec2(0, 1.0 / size)),");
- HDR(" pos.z - layer);");
- HDR("}");
- HDR("vec3 yuv2rgb(vec3 yuv) {");
- HDR(" yuv = (yuv - vec3(resource_offset)) * resource_multiplier;");
- HDR(" return LUT(lut_texture, yuv, lut_size).xyz;");
- HDR("}");
- } else {
- HDR("uniform mat3 yuv_matrix;");
- HDR("uniform vec3 yuv_adj;");
- HDR("vec3 yuv2rgb(vec3 yuv) {");
- HDR(" return yuv_matrix * (yuv + yuv_adj);");
- HDR("}");
- }
+ HDR("uniform mat4 yuv_and_resource_matrix;");
HDR("varying TexCoordPrecision vec2 v_yaTexCoord;");
HDR("varying TexCoordPrecision vec2 v_uvTexCoord;");
- SRC("vec4 texColor = vec4(yuv2rgb(yuv), 1.0);");
+ SRC("texColor = yuv_and_resource_matrix * texColor;");
break;
case INPUT_COLOR_SOURCE_UNIFORM:
DCHECK(!ignore_sampler_type_);
@@ -906,6 +871,26 @@ std::string FragmentShader::GetShaderSource() const {
SRC("vec4 texColor = color;");
break;
}
+
+ // Apply LUT based color conversion.
+ if (color_conversion_mode_ == COLOR_CONVERSION_MODE_LUT) {
+ HDR("uniform sampler2D lut_texture;");
+ HDR("uniform float lut_size;");
+ HDR("vec4 LUT(sampler2D sampler, vec3 pos, float size) {");
+ HDR(" pos *= size - 1.0;");
+ HDR(" // Select layer");
+ HDR(" float layer = min(floor(pos.z), size - 2.0);");
+ HDR(" // Compress the xy coordinates so they stay within");
+ HDR(" // [0.5 .. 31.5] / N (assuming a LUT size of 17^3)");
+ HDR(" pos.xy = (pos.xy + vec2(0.5)) / size;");
+ HDR(" pos.y = (pos.y + layer) / size;");
+ HDR(" return mix(texture2D(sampler, pos.xy),");
+ HDR(" texture2D(sampler, pos.xy + vec2(0, 1.0 / size)),");
+ HDR(" pos.z - layer);");
+ HDR("}");
+ SRC("texColor.xyz = LUT(lut_texture, texColor.xyz, lut_size).xyz;");
+ }
+
// Apply the color matrix to texColor.
if (has_color_matrix_) {
HDR("uniform mat4 colorMatrix;");
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