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1 // Copyright 2016 The Chromium Authors. All rights reserved. | 1 // Copyright 2016 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 "gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa
_intel.h" | 5 #include "gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa
_intel.h" |
6 | 6 |
7 #include "base/logging.h" | 7 #include "base/logging.h" |
8 #include "gpu/command_buffer/service/framebuffer_manager.h" | 8 #include "gpu/command_buffer/service/framebuffer_manager.h" |
9 #include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h" | 9 #include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h" |
10 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" | 10 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
11 #include "gpu/command_buffer/service/texture_manager.h" | 11 #include "gpu/command_buffer/service/texture_manager.h" |
12 #include "ui/gl/gl_context.h" | 12 #include "ui/gl/gl_context.h" |
13 #include "ui/gl/gl_gl_api_implementation.h" | 13 #include "ui/gl/gl_gl_api_implementation.h" |
14 #include "ui/gl/gl_version_info.h" | 14 #include "ui/gl/gl_version_info.h" |
15 | 15 |
16 #define SHADER(Src) #Src | 16 #define SHADER(Src) #Src |
17 | 17 |
18 namespace gpu { | 18 namespace gpu { |
19 namespace gles2 { | 19 namespace gles2 { |
20 | 20 |
21 ApplyFramebufferAttachmentCMAAINTELResourceManager:: | 21 ApplyFramebufferAttachmentCMAAINTELResourceManager:: |
22 ApplyFramebufferAttachmentCMAAINTELResourceManager() | 22 ApplyFramebufferAttachmentCMAAINTELResourceManager() |
23 : initialized_(false), | 23 : initialized_(false), |
24 textures_initialized_(false), | 24 textures_initialized_(false), |
25 is_in_gamma_correct_mode_(false), | 25 is_in_gamma_correct_mode_(false), |
26 supports_usampler_(true), | 26 supports_usampler_(true), |
27 supports_r8_image_(true), | 27 supports_r8_image_(true), |
| 28 supports_r8_read_format_(true), |
28 is_gles31_compatible_(false), | 29 is_gles31_compatible_(false), |
29 frame_id_(0), | 30 frame_id_(0), |
30 width_(0), | 31 width_(0), |
31 height_(0), | 32 height_(0), |
32 edges0_shader_(0), | 33 edges0_shader_(0), |
33 edges1_shader_(0), | 34 edges1_shader_(0), |
34 edges_combine_shader_(0), | 35 edges_combine_shader_(0), |
35 process_and_apply_shader_(0), | 36 process_and_apply_shader_(0), |
36 debug_display_edges_shader_(0), | 37 debug_display_edges_shader_(0), |
37 cmaa_framebuffer_(0), | 38 cmaa_framebuffer_(0), |
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51 ~ApplyFramebufferAttachmentCMAAINTELResourceManager() { | 52 ~ApplyFramebufferAttachmentCMAAINTELResourceManager() { |
52 Destroy(); | 53 Destroy(); |
53 } | 54 } |
54 | 55 |
55 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize( | 56 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize( |
56 gles2::GLES2Decoder* decoder) { | 57 gles2::GLES2Decoder* decoder) { |
57 DCHECK(decoder); | 58 DCHECK(decoder); |
58 is_gles31_compatible_ = | 59 is_gles31_compatible_ = |
59 decoder->GetGLContext()->GetVersionInfo()->IsAtLeastGLES(3, 1); | 60 decoder->GetGLContext()->GetVersionInfo()->IsAtLeastGLES(3, 1); |
60 | 61 |
61 if (is_gles31_compatible_) { | 62 // Check if RGBA8UI is supported as an FBO colour target with depth. |
62 supports_r8_image_ = | 63 // If not supported, GLSL needs to convert the data to/from float so there is |
63 decoder->GetGLContext()->HasExtension("GL_NV_image_formats"); | 64 // a small extra cost. |
| 65 { |
| 66 GLuint rgba8ui_texture = 0, depth_texture = 0; |
| 67 glGenTextures(1, &rgba8ui_texture); |
| 68 glBindTexture(GL_TEXTURE_2D, rgba8ui_texture); |
| 69 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8UI, 4, 4); |
64 | 70 |
65 // ES 3.0 requires GL_RGBA8UI is color renderable. | 71 glGenTextures(1, &depth_texture); |
66 supports_usampler_ = true; | 72 glBindTexture(GL_TEXTURE_2D, depth_texture); |
67 } else { | 73 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4); |
68 // CMAA requires GL_ARB_shader_image_load_store for GL, and it requires r8 | |
69 // image texture. | |
70 DCHECK(decoder->GetGLContext()->HasExtension( | |
71 "GL_ARB_shader_image_load_store")); | |
72 supports_r8_image_ = true; | |
73 | 74 |
74 // Check if RGBA8UI is supported as an FBO colour target with depth. | 75 // Create the FBO |
75 // If not supported, GLSL needs to convert the data to/from float so there | 76 GLuint rgba8ui_framebuffer = 0; |
76 // is a small extra cost. | 77 glGenFramebuffersEXT(1, &rgba8ui_framebuffer); |
77 { | 78 glBindFramebufferEXT(GL_FRAMEBUFFER, rgba8ui_framebuffer); |
78 glActiveTexture(GL_TEXTURE0); | |
79 | 79 |
80 GLuint rgba8ui_texture = 0, depth_texture = 0; | 80 // Bind to the FBO to test support |
81 glGenTextures(1, &rgba8ui_texture); | 81 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
82 glBindTexture(GL_TEXTURE_2D, rgba8ui_texture); | 82 GL_TEXTURE_2D, rgba8ui_texture, 0); |
83 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8UI, 4, 4); | 83 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
| 84 GL_TEXTURE_2D, depth_texture, 0); |
| 85 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); |
84 | 86 |
85 glGenTextures(1, &depth_texture); | 87 supports_usampler_ = (status == GL_FRAMEBUFFER_COMPLETE); |
86 glBindTexture(GL_TEXTURE_2D, depth_texture); | |
87 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4); | |
88 | 88 |
89 // Create the FBO | 89 glDeleteFramebuffersEXT(1, &rgba8ui_framebuffer); |
90 GLuint rgba8ui_framebuffer = 0; | 90 glDeleteTextures(1, &rgba8ui_texture); |
91 glGenFramebuffersEXT(1, &rgba8ui_framebuffer); | 91 glDeleteTextures(1, &depth_texture); |
92 glBindFramebufferEXT(GL_FRAMEBUFFER, rgba8ui_framebuffer); | 92 } |
93 | 93 |
94 // Bind to the FBO to test support | 94 // Check to see if R8 images are supported |
95 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | 95 // If not supported, images are bound as R32F for write targets, not R8. |
96 GL_TEXTURE_2D, rgba8ui_texture, 0); | 96 { |
97 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, | 97 GLuint r8_texture = 0; |
98 GL_TEXTURE_2D, depth_texture, 0); | 98 glGenTextures(1, &r8_texture); |
99 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); | 99 glBindTexture(GL_TEXTURE_2D, r8_texture); |
| 100 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_R8, 4, 4); |
100 | 101 |
101 supports_usampler_ = (status == GL_FRAMEBUFFER_COMPLETE); | 102 glGetError(); // reset all previous errors |
| 103 glBindImageTextureEXT(0, r8_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R8); |
| 104 if (glGetError() != GL_NO_ERROR) |
| 105 supports_r8_image_ = false; |
102 | 106 |
103 glDeleteFramebuffersEXT(1, &rgba8ui_framebuffer); | 107 glDeleteTextures(1, &r8_texture); |
104 glDeleteTextures(1, &rgba8ui_texture); | 108 } |
105 glDeleteTextures(1, &depth_texture); | |
106 | 109 |
107 decoder->RestoreTextureUnitBindings(0); | 110 // Check if R8 GLSL read formats are supported. |
108 decoder->RestoreActiveTexture(); | 111 // If not supported, r32f is used instead. |
109 decoder->RestoreFramebufferBindings(); | 112 { |
| 113 const char shader_source[] = |
| 114 SHADER(layout(r8) restrict writeonly uniform highp image2D g_r8Image; |
| 115 void main() { |
| 116 imageStore(g_r8Image, ivec2(0, 0), vec4(1.0, 0.0, 0.0, 0.0)); |
| 117 }); |
| 118 |
| 119 GLuint shader = CreateShader(GL_FRAGMENT_SHADER, "", shader_source); |
| 120 supports_r8_read_format_ = (shader != 0); |
| 121 if (shader != 0) { |
| 122 glDeleteShader(shader); |
110 } | 123 } |
111 } | 124 } |
112 | 125 |
113 VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " | 126 VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " |
114 << "Supports USampler is " << (supports_usampler_ ? "true" : "false"); | 127 << "Supports USampler is " << (supports_usampler_ ? "true" : "false"); |
115 VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " | 128 VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " |
116 << "Supports R8 Images is " | 129 << "Supports R8 Images is " |
117 << (supports_r8_image_ ? "true" : "false"); | 130 << (supports_r8_image_ ? "true" : "false"); |
| 131 VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " |
| 132 << "Supports R8 Read Format is " |
| 133 << (supports_r8_read_format_ ? "true" : "false"); |
118 | 134 |
119 // Create the shaders | 135 // Create the shaders |
120 std::ostringstream defines, edge1, edge2, combineEdges, blur, displayEdges, | 136 std::ostringstream defines, edge1, edge2, combineEdges, blur, displayEdges, |
121 cmaa_frag; | 137 cmaa_frag; |
122 | 138 |
123 cmaa_frag << cmaa_frag_s1_ << cmaa_frag_s2_; | 139 cmaa_frag << cmaa_frag_s1_ << cmaa_frag_s2_; |
124 std::string cmaa_frag_string = cmaa_frag.str(); | 140 std::string cmaa_frag_string = cmaa_frag.str(); |
125 const char* cmaa_frag_c_str = cmaa_frag_string.c_str(); | 141 const char* cmaa_frag_c_str = cmaa_frag_string.c_str(); |
126 | 142 |
127 if (supports_usampler_) { | 143 if (supports_usampler_) { |
128 defines << "#define SUPPORTS_USAMPLER2D\n"; | 144 defines << "#define SUPPORTS_USAMPLER2D\n"; |
129 } | 145 } |
130 | 146 |
131 if (is_in_gamma_correct_mode_) { | 147 if (is_in_gamma_correct_mode_) { |
132 defines << "#define IN_GAMMA_CORRECT_MODE\n"; | 148 defines << "#define IN_GAMMA_CORRECT_MODE\n"; |
133 } | 149 } |
134 | 150 |
135 if (supports_r8_image_) { | 151 if (supports_r8_read_format_) { |
136 defines << "#define EDGE_READ_FORMAT r8\n"; | 152 defines << "#define EDGE_READ_FORMAT r8\n"; |
137 } else { | 153 } else { |
138 defines << "#define EDGE_READ_FORMAT r32f\n"; | 154 defines << "#define EDGE_READ_FORMAT r32f\n"; |
139 } | 155 } |
140 | 156 |
141 displayEdges << defines.str() << "#define DISPLAY_EDGES\n"; | 157 displayEdges << defines.str() << "#define DISPLAY_EDGES\n"; |
142 debug_display_edges_shader_ = | 158 debug_display_edges_shader_ = |
143 CreateProgram(displayEdges.str().c_str(), vert_str_, cmaa_frag_c_str); | 159 CreateProgram(displayEdges.str().c_str(), vert_str_, cmaa_frag_c_str); |
144 | 160 |
145 edge1 << defines.str() << "#define DETECT_EDGES1\n"; | 161 edge1 << defines.str() << "#define DETECT_EDGES1\n"; |
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606 } | 622 } |
607 | 623 |
608 GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateShader( | 624 GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateShader( |
609 GLenum type, | 625 GLenum type, |
610 const char* defines, | 626 const char* defines, |
611 const char* source) { | 627 const char* source) { |
612 GLuint shader = glCreateShader(type); | 628 GLuint shader = glCreateShader(type); |
613 | 629 |
614 const char header_es31[] = | 630 const char header_es31[] = |
615 "#version 310 es \n"; | 631 "#version 310 es \n"; |
616 const char header_gl130[] = | 632 const char header_gl30[] = |
617 "#version 130 \n" | 633 "#version 130 \n" |
618 "#extension GL_ARB_shading_language_420pack : require \n" | 634 "#extension GL_ARB_shading_language_420pack : require \n" |
619 "#extension GL_ARB_texture_gather : require \n" | 635 "#extension GL_ARB_texture_gather : require \n" |
620 "#extension GL_ARB_explicit_uniform_location : require \n" | 636 "#extension GL_ARB_explicit_uniform_location : require \n" |
621 "#extension GL_ARB_explicit_attrib_location : require \n" | 637 "#extension GL_ARB_explicit_attrib_location : require \n" |
622 "#extension GL_ARB_shader_image_load_store : require \n"; | 638 "#extension GL_ARB_shader_image_load_store : require \n"; |
623 | 639 |
624 std::ostringstream header; | 640 const char* header = NULL; |
625 if (is_gles31_compatible_) { | 641 if (is_gles31_compatible_) { |
626 header << header_es31; | 642 header = header_es31; |
627 if (supports_r8_image_) | |
628 header << "#extension GL_NV_image_formats : require\n"; | |
629 } else { | 643 } else { |
630 header << header_gl130; | 644 header = header_gl30; |
631 } | 645 } |
632 | 646 |
633 const char* source_array[4] = {header.str().c_str(), defines, "\n", source}; | 647 const char* source_array[4] = {header, defines, "\n", source}; |
634 glShaderSource(shader, 4, source_array, NULL); | 648 glShaderSource(shader, 4, source_array, NULL); |
635 | 649 |
636 glCompileShader(shader); | 650 glCompileShader(shader); |
637 | 651 |
638 GLint compile_result; | 652 GLint compile_result; |
639 glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result); | 653 glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result); |
640 if (compile_result == 0) { | 654 if (compile_result == 0) { |
641 #if DCHECK_IS_ON() | 655 #if DCHECK_IS_ON() |
642 GLint info_log_length; | 656 GLint info_log_length; |
643 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length); | 657 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length); |
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1868 \n#endif\n | 1882 \n#endif\n |
1869 \n#if defined DISPLAY_EDGES\n | 1883 \n#if defined DISPLAY_EDGES\n |
1870 DisplayEdges(); | 1884 DisplayEdges(); |
1871 \n#endif\n | 1885 \n#endif\n |
1872 } | 1886 } |
1873 ); | 1887 ); |
1874 /* clang-format on */ | 1888 /* clang-format on */ |
1875 | 1889 |
1876 } // namespace gles2 | 1890 } // namespace gles2 |
1877 } // namespace gpu | 1891 } // namespace gpu |
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