OLD | NEW |
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), | |
29 is_gles31_compatible_(false), | 28 is_gles31_compatible_(false), |
30 frame_id_(0), | 29 frame_id_(0), |
31 width_(0), | 30 width_(0), |
32 height_(0), | 31 height_(0), |
33 edges0_shader_(0), | 32 edges0_shader_(0), |
34 edges1_shader_(0), | 33 edges1_shader_(0), |
35 edges_combine_shader_(0), | 34 edges_combine_shader_(0), |
36 process_and_apply_shader_(0), | 35 process_and_apply_shader_(0), |
37 debug_display_edges_shader_(0), | 36 debug_display_edges_shader_(0), |
38 cmaa_framebuffer_(0), | 37 cmaa_framebuffer_(0), |
(...skipping 13 matching lines...) Expand all Loading... |
52 ~ApplyFramebufferAttachmentCMAAINTELResourceManager() { | 51 ~ApplyFramebufferAttachmentCMAAINTELResourceManager() { |
53 Destroy(); | 52 Destroy(); |
54 } | 53 } |
55 | 54 |
56 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize( | 55 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize( |
57 gles2::GLES2Decoder* decoder) { | 56 gles2::GLES2Decoder* decoder) { |
58 DCHECK(decoder); | 57 DCHECK(decoder); |
59 is_gles31_compatible_ = | 58 is_gles31_compatible_ = |
60 decoder->GetGLContext()->GetVersionInfo()->IsAtLeastGLES(3, 1); | 59 decoder->GetGLContext()->GetVersionInfo()->IsAtLeastGLES(3, 1); |
61 | 60 |
62 // Check if RGBA8UI is supported as an FBO colour target with depth. | 61 if (is_gles31_compatible_) { |
63 // If not supported, GLSL needs to convert the data to/from float so there is | 62 supports_r8_image_ = |
64 // a small extra cost. | 63 decoder->GetGLContext()->HasExtension("GL_NV_image_formats"); |
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); | |
70 | 64 |
71 glGenTextures(1, &depth_texture); | 65 // ES 3.0 requires GL_RGBA8UI is color renderable. |
72 glBindTexture(GL_TEXTURE_2D, depth_texture); | 66 supports_usampler_ = true; |
73 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4); | 67 } else { |
| 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; |
74 | 73 |
75 // Create the FBO | 74 // Check if RGBA8UI is supported as an FBO colour target with depth. |
76 GLuint rgba8ui_framebuffer = 0; | 75 // If not supported, GLSL needs to convert the data to/from float so there |
77 glGenFramebuffersEXT(1, &rgba8ui_framebuffer); | 76 // is a small extra cost. |
78 glBindFramebufferEXT(GL_FRAMEBUFFER, rgba8ui_framebuffer); | 77 { |
| 78 glActiveTexture(GL_TEXTURE0); |
79 | 79 |
80 // Bind to the FBO to test support | 80 GLuint rgba8ui_texture = 0, depth_texture = 0; |
81 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | 81 glGenTextures(1, &rgba8ui_texture); |
82 GL_TEXTURE_2D, rgba8ui_texture, 0); | 82 glBindTexture(GL_TEXTURE_2D, rgba8ui_texture); |
83 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, | 83 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8UI, 4, 4); |
84 GL_TEXTURE_2D, depth_texture, 0); | |
85 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); | |
86 | 84 |
87 supports_usampler_ = (status == GL_FRAMEBUFFER_COMPLETE); | 85 glGenTextures(1, &depth_texture); |
| 86 glBindTexture(GL_TEXTURE_2D, depth_texture); |
| 87 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4); |
88 | 88 |
89 glDeleteFramebuffersEXT(1, &rgba8ui_framebuffer); | 89 // Create the FBO |
90 glDeleteTextures(1, &rgba8ui_texture); | 90 GLuint rgba8ui_framebuffer = 0; |
91 glDeleteTextures(1, &depth_texture); | 91 glGenFramebuffersEXT(1, &rgba8ui_framebuffer); |
92 } | 92 glBindFramebufferEXT(GL_FRAMEBUFFER, rgba8ui_framebuffer); |
93 | 93 |
94 // Check to see if R8 images are supported | 94 // Bind to the FBO to test support |
95 // If not supported, images are bound as R32F for write targets, not R8. | 95 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
96 { | 96 GL_TEXTURE_2D, rgba8ui_texture, 0); |
97 GLuint r8_texture = 0; | 97 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
98 glGenTextures(1, &r8_texture); | 98 GL_TEXTURE_2D, depth_texture, 0); |
99 glBindTexture(GL_TEXTURE_2D, r8_texture); | 99 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); |
100 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_R8, 4, 4); | |
101 | 100 |
102 glGetError(); // reset all previous errors | 101 supports_usampler_ = (status == GL_FRAMEBUFFER_COMPLETE); |
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; | |
106 | 102 |
107 glDeleteTextures(1, &r8_texture); | 103 glDeleteFramebuffersEXT(1, &rgba8ui_framebuffer); |
108 } | 104 glDeleteTextures(1, &rgba8ui_texture); |
| 105 glDeleteTextures(1, &depth_texture); |
109 | 106 |
110 // Check if R8 GLSL read formats are supported. | 107 decoder->RestoreTextureUnitBindings(0); |
111 // If not supported, r32f is used instead. | 108 decoder->RestoreActiveTexture(); |
112 { | 109 decoder->RestoreFramebufferBindings(); |
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); | |
123 } | 110 } |
124 } | 111 } |
125 | 112 |
126 VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " | 113 VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " |
127 << "Supports USampler is " << (supports_usampler_ ? "true" : "false"); | 114 << "Supports USampler is " << (supports_usampler_ ? "true" : "false"); |
128 VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " | 115 VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " |
129 << "Supports R8 Images is " | 116 << "Supports R8 Images is " |
130 << (supports_r8_image_ ? "true" : "false"); | 117 << (supports_r8_image_ ? "true" : "false"); |
131 VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " | |
132 << "Supports R8 Read Format is " | |
133 << (supports_r8_read_format_ ? "true" : "false"); | |
134 | 118 |
135 // Create the shaders | 119 // Create the shaders |
136 std::ostringstream defines, edge1, edge2, combineEdges, blur, displayEdges, | 120 std::ostringstream defines, edge1, edge2, combineEdges, blur, displayEdges, |
137 cmaa_frag; | 121 cmaa_frag; |
138 | 122 |
139 cmaa_frag << cmaa_frag_s1_ << cmaa_frag_s2_; | 123 cmaa_frag << cmaa_frag_s1_ << cmaa_frag_s2_; |
140 std::string cmaa_frag_string = cmaa_frag.str(); | 124 std::string cmaa_frag_string = cmaa_frag.str(); |
141 const char* cmaa_frag_c_str = cmaa_frag_string.c_str(); | 125 const char* cmaa_frag_c_str = cmaa_frag_string.c_str(); |
142 | 126 |
143 if (supports_usampler_) { | 127 if (supports_usampler_) { |
144 defines << "#define SUPPORTS_USAMPLER2D\n"; | 128 defines << "#define SUPPORTS_USAMPLER2D\n"; |
145 } | 129 } |
146 | 130 |
147 if (is_in_gamma_correct_mode_) { | 131 if (is_in_gamma_correct_mode_) { |
148 defines << "#define IN_GAMMA_CORRECT_MODE\n"; | 132 defines << "#define IN_GAMMA_CORRECT_MODE\n"; |
149 } | 133 } |
150 | 134 |
151 if (supports_r8_read_format_) { | 135 if (supports_r8_image_) { |
152 defines << "#define EDGE_READ_FORMAT r8\n"; | 136 defines << "#define EDGE_READ_FORMAT r8\n"; |
153 } else { | 137 } else { |
154 defines << "#define EDGE_READ_FORMAT r32f\n"; | 138 defines << "#define EDGE_READ_FORMAT r32f\n"; |
155 } | 139 } |
156 | 140 |
157 displayEdges << defines.str() << "#define DISPLAY_EDGES\n"; | 141 displayEdges << defines.str() << "#define DISPLAY_EDGES\n"; |
158 debug_display_edges_shader_ = | 142 debug_display_edges_shader_ = |
159 CreateProgram(displayEdges.str().c_str(), vert_str_, cmaa_frag_c_str); | 143 CreateProgram(displayEdges.str().c_str(), vert_str_, cmaa_frag_c_str); |
160 | 144 |
161 edge1 << defines.str() << "#define DETECT_EDGES1\n"; | 145 edge1 << defines.str() << "#define DETECT_EDGES1\n"; |
(...skipping 460 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
622 } | 606 } |
623 | 607 |
624 GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateShader( | 608 GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateShader( |
625 GLenum type, | 609 GLenum type, |
626 const char* defines, | 610 const char* defines, |
627 const char* source) { | 611 const char* source) { |
628 GLuint shader = glCreateShader(type); | 612 GLuint shader = glCreateShader(type); |
629 | 613 |
630 const char header_es31[] = | 614 const char header_es31[] = |
631 "#version 310 es \n"; | 615 "#version 310 es \n"; |
632 const char header_gl30[] = | 616 const char header_gl130[] = |
633 "#version 130 \n" | 617 "#version 130 \n" |
634 "#extension GL_ARB_shading_language_420pack : require \n" | 618 "#extension GL_ARB_shading_language_420pack : require \n" |
635 "#extension GL_ARB_texture_gather : require \n" | 619 "#extension GL_ARB_texture_gather : require \n" |
636 "#extension GL_ARB_explicit_uniform_location : require \n" | 620 "#extension GL_ARB_explicit_uniform_location : require \n" |
637 "#extension GL_ARB_explicit_attrib_location : require \n" | 621 "#extension GL_ARB_explicit_attrib_location : require \n" |
638 "#extension GL_ARB_shader_image_load_store : require \n"; | 622 "#extension GL_ARB_shader_image_load_store : require \n"; |
639 | 623 |
640 const char* header = NULL; | 624 std::ostringstream header; |
641 if (is_gles31_compatible_) { | 625 if (is_gles31_compatible_) { |
642 header = header_es31; | 626 header << header_es31; |
| 627 if (supports_r8_image_) |
| 628 header << "#extension GL_NV_image_formats : require\n"; |
643 } else { | 629 } else { |
644 header = header_gl30; | 630 header << header_gl130; |
645 } | 631 } |
646 | 632 |
647 const char* source_array[4] = {header, defines, "\n", source}; | 633 std::string header_str = header.str(); |
| 634 const char* source_array[4] = {header_str.c_str(), defines, "\n", source}; |
648 glShaderSource(shader, 4, source_array, NULL); | 635 glShaderSource(shader, 4, source_array, NULL); |
649 | 636 |
650 glCompileShader(shader); | 637 glCompileShader(shader); |
651 | 638 |
652 GLint compile_result; | 639 GLint compile_result; |
653 glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result); | 640 glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result); |
654 if (compile_result == 0) { | 641 if (compile_result == 0) { |
655 #if DCHECK_IS_ON() | 642 #if DCHECK_IS_ON() |
656 GLint info_log_length; | 643 GLint info_log_length; |
657 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length); | 644 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length); |
(...skipping 1224 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
1882 \n#endif\n | 1869 \n#endif\n |
1883 \n#if defined DISPLAY_EDGES\n | 1870 \n#if defined DISPLAY_EDGES\n |
1884 DisplayEdges(); | 1871 DisplayEdges(); |
1885 \n#endif\n | 1872 \n#endif\n |
1886 } | 1873 } |
1887 ); | 1874 ); |
1888 /* clang-format on */ | 1875 /* clang-format on */ |
1889 | 1876 |
1890 } // namespace gles2 | 1877 } // namespace gles2 |
1891 } // namespace gpu | 1878 } // namespace gpu |
OLD | NEW |