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| 1 // Copyright (c) 2013 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. |
| 4 |
| 5 #include "content/browser/renderer_host/compositing_iosurface_shader_programs_ma
c.h" |
| 6 |
| 7 #include <string> |
| 8 #include <OpenGL/gl.h> |
| 9 |
| 10 #include "base/basictypes.h" |
| 11 #include "base/debug/trace_event.h" |
| 12 #include "base/logging.h" |
| 13 #include "base/memory/scoped_ptr.h" |
| 14 #include "base/values.h" |
| 15 #include "content/browser/gpu/gpu_data_manager_impl.h" |
| 16 #include "gpu/config/gpu_driver_bug_workaround_type.h" |
| 17 |
| 18 namespace content { |
| 19 |
| 20 namespace { |
| 21 |
| 22 // Convenience macro allowing GLSL programs to be specified inline, and to be |
| 23 // automatically converted into string form by the C preprocessor. |
| 24 #define GLSL_PROGRAM_AS_STRING(shader_code) #shader_code |
| 25 |
| 26 // As required by the spec, add the version directive to the beginning of each |
| 27 // program to activate the expected syntax and built-in features. GLSL version |
| 28 // 1.2 is the latest version supported by MacOS 10.6. |
| 29 const char kVersionDirective[] = "#version 120\n"; |
| 30 |
| 31 // Allow switchable output swizzling from RGBToYV12 fragment shaders (needed for |
| 32 // workaround; see comments in CompositingIOSurfaceShaderPrograms ctor). |
| 33 const char kOutputSwizzleMacroNormal[] = "#define OUTPUT_PIXEL_ORDERING bgra\n"; |
| 34 const char kOutputSwizzleMacroSwapRB[] = "#define OUTPUT_PIXEL_ORDERING rgba\n"; |
| 35 |
| 36 // Only the bare-bones calculations here for speed. |
| 37 const char kvsBlit[] = GLSL_PROGRAM_AS_STRING( |
| 38 varying vec2 texture_coord; |
| 39 void main() { |
| 40 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; |
| 41 texture_coord = gl_MultiTexCoord0.xy; |
| 42 } |
| 43 ); |
| 44 |
| 45 // Just samples the texture. |
| 46 const char kfsBlit[] = GLSL_PROGRAM_AS_STRING( |
| 47 uniform sampler2DRect texture_; |
| 48 varying vec2 texture_coord; |
| 49 void main() { |
| 50 gl_FragColor = vec4(texture2DRect(texture_, texture_coord).rgb, 1.0); |
| 51 } |
| 52 ); |
| 53 |
| 54 |
| 55 // Only calculates position. |
| 56 const char kvsSolidWhite[] = GLSL_PROGRAM_AS_STRING( |
| 57 void main() { |
| 58 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; |
| 59 } |
| 60 ); |
| 61 |
| 62 // Always white. |
| 63 const char kfsSolidWhite[] = GLSL_PROGRAM_AS_STRING( |
| 64 void main() { |
| 65 gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); |
| 66 } |
| 67 ); |
| 68 |
| 69 |
| 70 /////////////////////////////////////////////////////////////////////// |
| 71 // RGB24 to YV12 in two passes; writing two 8888 targets each pass. |
| 72 // |
| 73 // YV12 is full-resolution luma and half-resolution blue/red chroma. |
| 74 // |
| 75 // (original) |
| 76 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 77 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 78 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 79 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 80 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 81 // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB |
| 82 // | |
| 83 // | (y plane) (temporary) |
| 84 // | YYYY YYYY UUVV UUVV |
| 85 // +--> { YYYY YYYY + UUVV UUVV } |
| 86 // YYYY YYYY UUVV UUVV |
| 87 // First YYYY YYYY UUVV UUVV |
| 88 // pass YYYY YYYY UUVV UUVV |
| 89 // YYYY YYYY UUVV UUVV |
| 90 // | |
| 91 // | (u plane) (v plane) |
| 92 // Second | UUUU VVVV |
| 93 // pass +--> { UUUU + VVVV } |
| 94 // UUUU VVVV |
| 95 // |
| 96 /////////////////////////////////////////////////////////////////////// |
| 97 |
| 98 // Phase one of RGB24->YV12 conversion: vsFetch4Pixels/fsConvertRGBtoY8UV44 |
| 99 // |
| 100 // Writes four source pixels at a time to a full-size Y plane and a half-width |
| 101 // interleaved UV plane. After execution, the Y plane is complete but the UV |
| 102 // planes still need to be de-interleaved and vertically scaled. |
| 103 const char kRGBtoYV12_vsFetch4Pixels[] = GLSL_PROGRAM_AS_STRING( |
| 104 uniform float texel_scale_x_; |
| 105 varying vec2 texture_coord0; |
| 106 varying vec2 texture_coord1; |
| 107 varying vec2 texture_coord2; |
| 108 varying vec2 texture_coord3; |
| 109 void main() { |
| 110 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; |
| 111 |
| 112 vec2 texcoord_base = gl_MultiTexCoord0.xy; |
| 113 vec2 one_texel_x = vec2(texel_scale_x_, 0.0); |
| 114 texture_coord0 = texcoord_base - 1.5 * one_texel_x; |
| 115 texture_coord1 = texcoord_base - 0.5 * one_texel_x; |
| 116 texture_coord2 = texcoord_base + 0.5 * one_texel_x; |
| 117 texture_coord3 = texcoord_base + 1.5 * one_texel_x; |
| 118 } |
| 119 ); |
| 120 |
| 121 const char kRGBtoYV12_fsConvertRGBtoY8UV44[] = GLSL_PROGRAM_AS_STRING( |
| 122 const vec3 rgb_to_y = vec3(0.257, 0.504, 0.098); |
| 123 const vec3 rgb_to_u = vec3(-0.148, -0.291, 0.439); |
| 124 const vec3 rgb_to_v = vec3(0.439, -0.368, -0.071); |
| 125 const float y_bias = 0.0625; |
| 126 const float uv_bias = 0.5; |
| 127 uniform sampler2DRect texture_; |
| 128 varying vec2 texture_coord0; |
| 129 varying vec2 texture_coord1; |
| 130 varying vec2 texture_coord2; |
| 131 varying vec2 texture_coord3; |
| 132 void main() { |
| 133 // Load the four texture samples. |
| 134 vec3 pixel0 = texture2DRect(texture_, texture_coord0).rgb; |
| 135 vec3 pixel1 = texture2DRect(texture_, texture_coord1).rgb; |
| 136 vec3 pixel2 = texture2DRect(texture_, texture_coord2).rgb; |
| 137 vec3 pixel3 = texture2DRect(texture_, texture_coord3).rgb; |
| 138 |
| 139 // RGB -> Y conversion (x4). |
| 140 vec4 yyyy = vec4(dot(pixel0, rgb_to_y), |
| 141 dot(pixel1, rgb_to_y), |
| 142 dot(pixel2, rgb_to_y), |
| 143 dot(pixel3, rgb_to_y)) + y_bias; |
| 144 |
| 145 // Average adjacent texture samples while converting RGB->UV. This is the |
| 146 // same as color converting then averaging, but slightly less math. These |
| 147 // values will be in the range [-0.439f, +0.439f] and still need to have |
| 148 // the bias term applied. |
| 149 vec3 blended_pixel0 = pixel0 + pixel1; |
| 150 vec3 blended_pixel1 = pixel2 + pixel3; |
| 151 vec2 uu = vec2(dot(blended_pixel0, rgb_to_u), |
| 152 dot(blended_pixel1, rgb_to_u)) / 2.0; |
| 153 vec2 vv = vec2(dot(blended_pixel0, rgb_to_v), |
| 154 dot(blended_pixel1, rgb_to_v)) / 2.0; |
| 155 |
| 156 gl_FragData[0] = yyyy.OUTPUT_PIXEL_ORDERING; |
| 157 gl_FragData[1] = vec4(uu, vv) + uv_bias; |
| 158 } |
| 159 ); |
| 160 |
| 161 // Phase two of RGB24->YV12 conversion: vsFetch2Pixels/fsConvertUV44toU2V2 |
| 162 // |
| 163 // Deals with UV only. Input is two UUVV quads. The pixels have already been |
| 164 // scaled horizontally prior to this point, and vertical scaling will now happen |
| 165 // via bilinear interpolation during texture sampling. Output is two color |
| 166 // planes U and V, packed four pixels to a "RGBA" quad. |
| 167 const char kRGBtoYV12_vsFetch2Pixels[] = GLSL_PROGRAM_AS_STRING( |
| 168 varying vec2 texture_coord0; |
| 169 varying vec2 texture_coord1; |
| 170 void main() { |
| 171 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; |
| 172 |
| 173 vec2 texcoord_base = gl_MultiTexCoord0.xy; |
| 174 texture_coord0 = texcoord_base - vec2(0.5, 0.0); |
| 175 texture_coord1 = texcoord_base + vec2(0.5, 0.0); |
| 176 } |
| 177 ); |
| 178 |
| 179 const char kRGBtoYV12_fsConvertUV44toU2V2[] = GLSL_PROGRAM_AS_STRING( |
| 180 uniform sampler2DRect texture_; |
| 181 varying vec2 texture_coord0; |
| 182 varying vec2 texture_coord1; |
| 183 void main() { |
| 184 // We're just sampling two pixels and unswizzling them. There's no need |
| 185 // to do vertical scaling with math, since bilinear interpolation in the |
| 186 // sampler takes care of that. |
| 187 vec4 lo_uuvv = texture2DRect(texture_, texture_coord0); |
| 188 vec4 hi_uuvv = texture2DRect(texture_, texture_coord1); |
| 189 gl_FragData[0] = vec4(lo_uuvv.rg, hi_uuvv.rg).OUTPUT_PIXEL_ORDERING; |
| 190 gl_FragData[1] = vec4(lo_uuvv.ba, hi_uuvv.ba).OUTPUT_PIXEL_ORDERING; |
| 191 } |
| 192 ); |
| 193 |
| 194 |
| 195 enum ShaderProgram { |
| 196 SHADER_PROGRAM_BLIT = 0, |
| 197 SHADER_PROGRAM_SOLID_WHITE, |
| 198 SHADER_PROGRAM_RGB_TO_YV12__1_OF_2, |
| 199 SHADER_PROGRAM_RGB_TO_YV12__2_OF_2, |
| 200 NUM_SHADER_PROGRAMS |
| 201 }; |
| 202 |
| 203 // The code snippets that together make up an entire vertex shader program. |
| 204 const char* kVertexShaderSourceCodeMap[] = { |
| 205 // SHADER_PROGRAM_BLIT |
| 206 kvsBlit, |
| 207 // SHADER_PROGRAM_SOLID_WHITE |
| 208 kvsSolidWhite, |
| 209 |
| 210 // SHADER_PROGRAM_RGB_TO_YV12__1_OF_2 |
| 211 kRGBtoYV12_vsFetch4Pixels, |
| 212 // SHADER_PROGRAM_RGB_TO_YV12__2_OF_2 |
| 213 kRGBtoYV12_vsFetch2Pixels, |
| 214 }; |
| 215 |
| 216 // The code snippets that together make up an entire fragment shader program. |
| 217 const char* kFragmentShaderSourceCodeMap[] = { |
| 218 // SHADER_PROGRAM_BLIT |
| 219 kfsBlit, |
| 220 // SHADER_PROGRAM_SOLID_WHITE |
| 221 kfsSolidWhite, |
| 222 |
| 223 // SHADER_PROGRAM_RGB_TO_YV12__1_OF_2 |
| 224 kRGBtoYV12_fsConvertRGBtoY8UV44, |
| 225 // SHADER_PROGRAM_RGB_TO_YV12__2_OF_2 |
| 226 kRGBtoYV12_fsConvertUV44toU2V2, |
| 227 }; |
| 228 |
| 229 GLuint CompileShaderGLSL(ShaderProgram shader_program, GLenum shader_type, |
| 230 bool output_swap_rb) { |
| 231 TRACE_EVENT2("gpu", "CompileShaderGLSL", |
| 232 "program", shader_program, |
| 233 "type", shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment"); |
| 234 |
| 235 DCHECK_GE(shader_program, 0); |
| 236 DCHECK_LT(shader_program, NUM_SHADER_PROGRAMS); |
| 237 |
| 238 const GLuint shader = glCreateShader(shader_type); |
| 239 DCHECK_NE(shader, 0u); |
| 240 |
| 241 // Select and compile the shader program source code. |
| 242 if (shader_type == GL_VERTEX_SHADER) { |
| 243 const GLchar* source_snippets[] = { |
| 244 kVersionDirective, |
| 245 kVertexShaderSourceCodeMap[shader_program], |
| 246 }; |
| 247 glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL); |
| 248 } else { |
| 249 DCHECK(shader_type == GL_FRAGMENT_SHADER); |
| 250 const GLchar* source_snippets[] = { |
| 251 kVersionDirective, |
| 252 output_swap_rb ? kOutputSwizzleMacroSwapRB : kOutputSwizzleMacroNormal, |
| 253 kFragmentShaderSourceCodeMap[shader_program], |
| 254 }; |
| 255 glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL); |
| 256 } |
| 257 glCompileShader(shader); |
| 258 |
| 259 // Check for successful compilation. On error in debug builds, pull the info |
| 260 // log and emit the compiler messages. |
| 261 GLint error; |
| 262 glGetShaderiv(shader, GL_COMPILE_STATUS, &error); |
| 263 if (error != GL_TRUE) { |
| 264 #ifndef NDEBUG |
| 265 static const int kMaxInfoLogLength = 8192; |
| 266 scoped_ptr<char[]> buffer(new char[kMaxInfoLogLength]); |
| 267 GLsizei length_returned = 0; |
| 268 glGetShaderInfoLog(shader, kMaxInfoLogLength - 1, &length_returned, |
| 269 buffer.get()); |
| 270 buffer[kMaxInfoLogLength - 1] = '\0'; |
| 271 DLOG(ERROR) << "Failed to compile " |
| 272 << (shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment") |
| 273 << " shader for program " << shader_program << ":\n" |
| 274 << buffer.get() |
| 275 << (length_returned >= kMaxInfoLogLength ? |
| 276 "\n*** TRUNCATED! ***" : ""); |
| 277 #endif |
| 278 glDeleteShader(shader); |
| 279 return 0; |
| 280 } |
| 281 |
| 282 // Success! |
| 283 return shader; |
| 284 } |
| 285 |
| 286 GLuint CompileAndLinkProgram(ShaderProgram which, bool output_swap_rb) { |
| 287 TRACE_EVENT1("gpu", "CompileAndLinkProgram", "program", which); |
| 288 |
| 289 // Compile and link a new shader program. |
| 290 const GLuint vertex_shader = |
| 291 CompileShaderGLSL(which, GL_VERTEX_SHADER, false); |
| 292 const GLuint fragment_shader = |
| 293 CompileShaderGLSL(which, GL_FRAGMENT_SHADER, output_swap_rb); |
| 294 const GLuint program = glCreateProgram(); |
| 295 DCHECK_NE(program, 0u); |
| 296 glAttachShader(program, vertex_shader); |
| 297 glAttachShader(program, fragment_shader); |
| 298 glLinkProgram(program); |
| 299 |
| 300 // Flag shaders for deletion so that they will be deleted automatically when |
| 301 // the program is later deleted. |
| 302 glDeleteShader(vertex_shader); |
| 303 glDeleteShader(fragment_shader); |
| 304 |
| 305 // Check that the program successfully linked. |
| 306 GLint error = GL_FALSE; |
| 307 glGetProgramiv(program, GL_LINK_STATUS, &error); |
| 308 if (error != GL_TRUE) { |
| 309 glDeleteProgram(program); |
| 310 return 0; |
| 311 } |
| 312 return program; |
| 313 } |
| 314 |
| 315 } // namespace |
| 316 |
| 317 |
| 318 CompositingIOSurfaceShaderPrograms::CompositingIOSurfaceShaderPrograms() |
| 319 : rgb_to_yv12_output_format_(GL_BGRA) { |
| 320 COMPILE_ASSERT(kNumShaderPrograms == NUM_SHADER_PROGRAMS, |
| 321 header_constant_disagrees_with_enum); |
| 322 COMPILE_ASSERT(arraysize(kVertexShaderSourceCodeMap) == NUM_SHADER_PROGRAMS, |
| 323 vertex_shader_source_code_map_incorrect_size); |
| 324 COMPILE_ASSERT(arraysize(kFragmentShaderSourceCodeMap) == NUM_SHADER_PROGRAMS, |
| 325 fragment_shader_source_code_map_incorrect_size); |
| 326 |
| 327 memset(shader_programs_, 0, sizeof(shader_programs_)); |
| 328 for (size_t i = 0; i < arraysize(texture_var_locations_); ++i) |
| 329 texture_var_locations_[i] = -1; |
| 330 for (size_t i = 0; i < arraysize(texel_scale_x_var_locations_); ++i) |
| 331 texel_scale_x_var_locations_[i] = -1; |
| 332 |
| 333 // Look for the swizzle_rgba_for_async_readpixels driver bug workaround and |
| 334 // modify rgb_to_yv12_output_format_ if necessary. |
| 335 // See: http://crbug.com/265115 |
| 336 GpuDataManagerImpl* const manager = GpuDataManagerImpl::GetInstance(); |
| 337 if (manager) { |
| 338 base::ListValue workarounds; |
| 339 manager->GetDriverBugWorkarounds(&workarounds); |
| 340 base::ListValue::const_iterator it = workarounds.Find( |
| 341 base::StringValue(gpu::GpuDriverBugWorkaroundTypeToString( |
| 342 gpu::SWIZZLE_RGBA_FOR_ASYNC_READPIXELS))); |
| 343 if (it != workarounds.end()) |
| 344 rgb_to_yv12_output_format_ = GL_RGBA; |
| 345 } |
| 346 DVLOG(1) << "Using RGBToYV12 fragment shader output format: " |
| 347 << (rgb_to_yv12_output_format_ == GL_BGRA ? "BGRA" : "RGBA"); |
| 348 } |
| 349 |
| 350 CompositingIOSurfaceShaderPrograms::~CompositingIOSurfaceShaderPrograms() { |
| 351 #ifndef NDEBUG |
| 352 for (size_t i = 0; i < arraysize(shader_programs_); ++i) |
| 353 DCHECK_EQ(shader_programs_[i], 0u) << "Failed to call Reset()."; |
| 354 #endif |
| 355 } |
| 356 |
| 357 void CompositingIOSurfaceShaderPrograms::Reset() { |
| 358 for (size_t i = 0; i < arraysize(shader_programs_); ++i) { |
| 359 if (shader_programs_[i] != 0u) { |
| 360 glDeleteProgram(shader_programs_[i]); |
| 361 shader_programs_[i] = 0u; |
| 362 } |
| 363 } |
| 364 for (size_t i = 0; i < arraysize(texture_var_locations_); ++i) |
| 365 texture_var_locations_[i] = -1; |
| 366 for (size_t i = 0; i < arraysize(texel_scale_x_var_locations_); ++i) |
| 367 texel_scale_x_var_locations_[i] = -1; |
| 368 } |
| 369 |
| 370 bool CompositingIOSurfaceShaderPrograms::UseBlitProgram() { |
| 371 const GLuint program = GetShaderProgram(SHADER_PROGRAM_BLIT); |
| 372 if (program == 0u) |
| 373 return false; |
| 374 glUseProgram(program); |
| 375 BindUniformTextureVariable(SHADER_PROGRAM_BLIT, 0); |
| 376 return true; |
| 377 } |
| 378 |
| 379 bool CompositingIOSurfaceShaderPrograms::UseSolidWhiteProgram() { |
| 380 const GLuint program = GetShaderProgram(SHADER_PROGRAM_SOLID_WHITE); |
| 381 if (program == 0u) |
| 382 return false; |
| 383 glUseProgram(program); |
| 384 return true; |
| 385 } |
| 386 |
| 387 bool CompositingIOSurfaceShaderPrograms::UseRGBToYV12Program( |
| 388 int pass_number, float texel_scale_x) { |
| 389 const int which = SHADER_PROGRAM_RGB_TO_YV12__1_OF_2 + pass_number - 1; |
| 390 DCHECK_GE(which, SHADER_PROGRAM_RGB_TO_YV12__1_OF_2); |
| 391 DCHECK_LE(which, SHADER_PROGRAM_RGB_TO_YV12__2_OF_2); |
| 392 |
| 393 const GLuint program = GetShaderProgram(which); |
| 394 if (program == 0u) |
| 395 return false; |
| 396 glUseProgram(program); |
| 397 BindUniformTextureVariable(which, 0); |
| 398 if (which == SHADER_PROGRAM_RGB_TO_YV12__1_OF_2) { |
| 399 BindUniformTexelScaleXVariable(which, texel_scale_x); |
| 400 } else { |
| 401 // The second pass doesn't have a texel_scale_x uniform variable since it's |
| 402 // never supposed to be doing any scaling (i.e., outside of the usual |
| 403 // 2x2-->1x1 that's already built into the process). |
| 404 DCHECK_EQ(texel_scale_x, 1.0f); |
| 405 } |
| 406 return true; |
| 407 } |
| 408 |
| 409 void CompositingIOSurfaceShaderPrograms::SetOutputFormatForTesting( |
| 410 GLenum format) { |
| 411 rgb_to_yv12_output_format_ = format; |
| 412 Reset(); |
| 413 } |
| 414 |
| 415 GLuint CompositingIOSurfaceShaderPrograms::GetShaderProgram(int which) { |
| 416 if (shader_programs_[which] == 0u) { |
| 417 shader_programs_[which] = |
| 418 CompileAndLinkProgram(static_cast<ShaderProgram>(which), |
| 419 rgb_to_yv12_output_format_ == GL_RGBA); |
| 420 DCHECK_NE(shader_programs_[which], 0u) |
| 421 << "Failed to create ShaderProgram " << which; |
| 422 } |
| 423 return shader_programs_[which]; |
| 424 } |
| 425 |
| 426 void CompositingIOSurfaceShaderPrograms::BindUniformTextureVariable( |
| 427 int which, int texture_unit_offset) { |
| 428 if (texture_var_locations_[which] == -1) { |
| 429 texture_var_locations_[which] = |
| 430 glGetUniformLocation(GetShaderProgram(which), "texture_"); |
| 431 DCHECK_NE(texture_var_locations_[which], -1) |
| 432 << "Failed to find location of uniform variable: texture_"; |
| 433 } |
| 434 glUniform1i(texture_var_locations_[which], texture_unit_offset); |
| 435 } |
| 436 |
| 437 void CompositingIOSurfaceShaderPrograms::BindUniformTexelScaleXVariable( |
| 438 int which, float texel_scale_x) { |
| 439 if (texel_scale_x_var_locations_[which] == -1) { |
| 440 texel_scale_x_var_locations_[which] = |
| 441 glGetUniformLocation(GetShaderProgram(which), "texel_scale_x_"); |
| 442 DCHECK_NE(texel_scale_x_var_locations_[which], -1) |
| 443 << "Failed to find location of uniform variable: texel_scale_x_"; |
| 444 } |
| 445 glUniform1f(texel_scale_x_var_locations_[which], texel_scale_x); |
| 446 } |
| 447 |
| 448 } // namespace content |
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