| Index: content/browser/renderer_host/compositing_iosurface_shader_programs_mac.cc
|
| diff --git a/content/browser/renderer_host/compositing_iosurface_shader_programs_mac.cc b/content/browser/renderer_host/compositing_iosurface_shader_programs_mac.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..753c180dbf5466eaed5bf30cb76c821318f8ee13
|
| --- /dev/null
|
| +++ b/content/browser/renderer_host/compositing_iosurface_shader_programs_mac.cc
|
| @@ -0,0 +1,448 @@
|
| +// Copyright (c) 2013 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 "content/browser/renderer_host/compositing_iosurface_shader_programs_mac.h"
|
| +
|
| +#include <string>
|
| +#include <OpenGL/gl.h>
|
| +
|
| +#include "base/basictypes.h"
|
| +#include "base/debug/trace_event.h"
|
| +#include "base/logging.h"
|
| +#include "base/memory/scoped_ptr.h"
|
| +#include "base/values.h"
|
| +#include "content/browser/gpu/gpu_data_manager_impl.h"
|
| +#include "gpu/config/gpu_driver_bug_workaround_type.h"
|
| +
|
| +namespace content {
|
| +
|
| +namespace {
|
| +
|
| +// Convenience macro allowing GLSL programs to be specified inline, and to be
|
| +// automatically converted into string form by the C preprocessor.
|
| +#define GLSL_PROGRAM_AS_STRING(shader_code) #shader_code
|
| +
|
| +// As required by the spec, add the version directive to the beginning of each
|
| +// program to activate the expected syntax and built-in features. GLSL version
|
| +// 1.2 is the latest version supported by MacOS 10.6.
|
| +const char kVersionDirective[] = "#version 120\n";
|
| +
|
| +// Allow switchable output swizzling from RGBToYV12 fragment shaders (needed for
|
| +// workaround; see comments in CompositingIOSurfaceShaderPrograms ctor).
|
| +const char kOutputSwizzleMacroNormal[] = "#define OUTPUT_PIXEL_ORDERING bgra\n";
|
| +const char kOutputSwizzleMacroSwapRB[] = "#define OUTPUT_PIXEL_ORDERING rgba\n";
|
| +
|
| +// Only the bare-bones calculations here for speed.
|
| +const char kvsBlit[] = GLSL_PROGRAM_AS_STRING(
|
| + varying vec2 texture_coord;
|
| + void main() {
|
| + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
| + texture_coord = gl_MultiTexCoord0.xy;
|
| + }
|
| +);
|
| +
|
| +// Just samples the texture.
|
| +const char kfsBlit[] = GLSL_PROGRAM_AS_STRING(
|
| + uniform sampler2DRect texture_;
|
| + varying vec2 texture_coord;
|
| + void main() {
|
| + gl_FragColor = vec4(texture2DRect(texture_, texture_coord).rgb, 1.0);
|
| + }
|
| +);
|
| +
|
| +
|
| +// Only calculates position.
|
| +const char kvsSolidWhite[] = GLSL_PROGRAM_AS_STRING(
|
| + void main() {
|
| + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
| + }
|
| +);
|
| +
|
| +// Always white.
|
| +const char kfsSolidWhite[] = GLSL_PROGRAM_AS_STRING(
|
| + void main() {
|
| + gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
|
| + }
|
| +);
|
| +
|
| +
|
| +///////////////////////////////////////////////////////////////////////
|
| +// RGB24 to YV12 in two passes; writing two 8888 targets each pass.
|
| +//
|
| +// YV12 is full-resolution luma and half-resolution blue/red chroma.
|
| +//
|
| +// (original)
|
| +// XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
|
| +// XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
|
| +// XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
|
| +// XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
|
| +// XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
|
| +// XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
|
| +// |
|
| +// | (y plane) (temporary)
|
| +// | YYYY YYYY UUVV UUVV
|
| +// +--> { YYYY YYYY + UUVV UUVV }
|
| +// YYYY YYYY UUVV UUVV
|
| +// First YYYY YYYY UUVV UUVV
|
| +// pass YYYY YYYY UUVV UUVV
|
| +// YYYY YYYY UUVV UUVV
|
| +// |
|
| +// | (u plane) (v plane)
|
| +// Second | UUUU VVVV
|
| +// pass +--> { UUUU + VVVV }
|
| +// UUUU VVVV
|
| +//
|
| +///////////////////////////////////////////////////////////////////////
|
| +
|
| +// Phase one of RGB24->YV12 conversion: vsFetch4Pixels/fsConvertRGBtoY8UV44
|
| +//
|
| +// Writes four source pixels at a time to a full-size Y plane and a half-width
|
| +// interleaved UV plane. After execution, the Y plane is complete but the UV
|
| +// planes still need to be de-interleaved and vertically scaled.
|
| +const char kRGBtoYV12_vsFetch4Pixels[] = GLSL_PROGRAM_AS_STRING(
|
| + uniform float texel_scale_x_;
|
| + varying vec2 texture_coord0;
|
| + varying vec2 texture_coord1;
|
| + varying vec2 texture_coord2;
|
| + varying vec2 texture_coord3;
|
| + void main() {
|
| + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
| +
|
| + vec2 texcoord_base = gl_MultiTexCoord0.xy;
|
| + vec2 one_texel_x = vec2(texel_scale_x_, 0.0);
|
| + texture_coord0 = texcoord_base - 1.5 * one_texel_x;
|
| + texture_coord1 = texcoord_base - 0.5 * one_texel_x;
|
| + texture_coord2 = texcoord_base + 0.5 * one_texel_x;
|
| + texture_coord3 = texcoord_base + 1.5 * one_texel_x;
|
| + }
|
| +);
|
| +
|
| +const char kRGBtoYV12_fsConvertRGBtoY8UV44[] = GLSL_PROGRAM_AS_STRING(
|
| + const vec3 rgb_to_y = vec3(0.257, 0.504, 0.098);
|
| + const vec3 rgb_to_u = vec3(-0.148, -0.291, 0.439);
|
| + const vec3 rgb_to_v = vec3(0.439, -0.368, -0.071);
|
| + const float y_bias = 0.0625;
|
| + const float uv_bias = 0.5;
|
| + uniform sampler2DRect texture_;
|
| + varying vec2 texture_coord0;
|
| + varying vec2 texture_coord1;
|
| + varying vec2 texture_coord2;
|
| + varying vec2 texture_coord3;
|
| + void main() {
|
| + // Load the four texture samples.
|
| + vec3 pixel0 = texture2DRect(texture_, texture_coord0).rgb;
|
| + vec3 pixel1 = texture2DRect(texture_, texture_coord1).rgb;
|
| + vec3 pixel2 = texture2DRect(texture_, texture_coord2).rgb;
|
| + vec3 pixel3 = texture2DRect(texture_, texture_coord3).rgb;
|
| +
|
| + // RGB -> Y conversion (x4).
|
| + vec4 yyyy = vec4(dot(pixel0, rgb_to_y),
|
| + dot(pixel1, rgb_to_y),
|
| + dot(pixel2, rgb_to_y),
|
| + dot(pixel3, rgb_to_y)) + y_bias;
|
| +
|
| + // Average adjacent texture samples while converting RGB->UV. This is the
|
| + // same as color converting then averaging, but slightly less math. These
|
| + // values will be in the range [-0.439f, +0.439f] and still need to have
|
| + // the bias term applied.
|
| + vec3 blended_pixel0 = pixel0 + pixel1;
|
| + vec3 blended_pixel1 = pixel2 + pixel3;
|
| + vec2 uu = vec2(dot(blended_pixel0, rgb_to_u),
|
| + dot(blended_pixel1, rgb_to_u)) / 2.0;
|
| + vec2 vv = vec2(dot(blended_pixel0, rgb_to_v),
|
| + dot(blended_pixel1, rgb_to_v)) / 2.0;
|
| +
|
| + gl_FragData[0] = yyyy.OUTPUT_PIXEL_ORDERING;
|
| + gl_FragData[1] = vec4(uu, vv) + uv_bias;
|
| + }
|
| +);
|
| +
|
| +// Phase two of RGB24->YV12 conversion: vsFetch2Pixels/fsConvertUV44toU2V2
|
| +//
|
| +// Deals with UV only. Input is two UUVV quads. The pixels have already been
|
| +// scaled horizontally prior to this point, and vertical scaling will now happen
|
| +// via bilinear interpolation during texture sampling. Output is two color
|
| +// planes U and V, packed four pixels to a "RGBA" quad.
|
| +const char kRGBtoYV12_vsFetch2Pixels[] = GLSL_PROGRAM_AS_STRING(
|
| + varying vec2 texture_coord0;
|
| + varying vec2 texture_coord1;
|
| + void main() {
|
| + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
| +
|
| + vec2 texcoord_base = gl_MultiTexCoord0.xy;
|
| + texture_coord0 = texcoord_base - vec2(0.5, 0.0);
|
| + texture_coord1 = texcoord_base + vec2(0.5, 0.0);
|
| + }
|
| +);
|
| +
|
| +const char kRGBtoYV12_fsConvertUV44toU2V2[] = GLSL_PROGRAM_AS_STRING(
|
| + uniform sampler2DRect texture_;
|
| + varying vec2 texture_coord0;
|
| + varying vec2 texture_coord1;
|
| + void main() {
|
| + // We're just sampling two pixels and unswizzling them. There's no need
|
| + // to do vertical scaling with math, since bilinear interpolation in the
|
| + // sampler takes care of that.
|
| + vec4 lo_uuvv = texture2DRect(texture_, texture_coord0);
|
| + vec4 hi_uuvv = texture2DRect(texture_, texture_coord1);
|
| + gl_FragData[0] = vec4(lo_uuvv.rg, hi_uuvv.rg).OUTPUT_PIXEL_ORDERING;
|
| + gl_FragData[1] = vec4(lo_uuvv.ba, hi_uuvv.ba).OUTPUT_PIXEL_ORDERING;
|
| + }
|
| +);
|
| +
|
| +
|
| +enum ShaderProgram {
|
| + SHADER_PROGRAM_BLIT = 0,
|
| + SHADER_PROGRAM_SOLID_WHITE,
|
| + SHADER_PROGRAM_RGB_TO_YV12__1_OF_2,
|
| + SHADER_PROGRAM_RGB_TO_YV12__2_OF_2,
|
| + NUM_SHADER_PROGRAMS
|
| +};
|
| +
|
| +// The code snippets that together make up an entire vertex shader program.
|
| +const char* kVertexShaderSourceCodeMap[] = {
|
| + // SHADER_PROGRAM_BLIT
|
| + kvsBlit,
|
| + // SHADER_PROGRAM_SOLID_WHITE
|
| + kvsSolidWhite,
|
| +
|
| + // SHADER_PROGRAM_RGB_TO_YV12__1_OF_2
|
| + kRGBtoYV12_vsFetch4Pixels,
|
| + // SHADER_PROGRAM_RGB_TO_YV12__2_OF_2
|
| + kRGBtoYV12_vsFetch2Pixels,
|
| +};
|
| +
|
| +// The code snippets that together make up an entire fragment shader program.
|
| +const char* kFragmentShaderSourceCodeMap[] = {
|
| + // SHADER_PROGRAM_BLIT
|
| + kfsBlit,
|
| + // SHADER_PROGRAM_SOLID_WHITE
|
| + kfsSolidWhite,
|
| +
|
| + // SHADER_PROGRAM_RGB_TO_YV12__1_OF_2
|
| + kRGBtoYV12_fsConvertRGBtoY8UV44,
|
| + // SHADER_PROGRAM_RGB_TO_YV12__2_OF_2
|
| + kRGBtoYV12_fsConvertUV44toU2V2,
|
| +};
|
| +
|
| +GLuint CompileShaderGLSL(ShaderProgram shader_program, GLenum shader_type,
|
| + bool output_swap_rb) {
|
| + TRACE_EVENT2("gpu", "CompileShaderGLSL",
|
| + "program", shader_program,
|
| + "type", shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment");
|
| +
|
| + DCHECK_GE(shader_program, 0);
|
| + DCHECK_LT(shader_program, NUM_SHADER_PROGRAMS);
|
| +
|
| + const GLuint shader = glCreateShader(shader_type);
|
| + DCHECK_NE(shader, 0u);
|
| +
|
| + // Select and compile the shader program source code.
|
| + if (shader_type == GL_VERTEX_SHADER) {
|
| + const GLchar* source_snippets[] = {
|
| + kVersionDirective,
|
| + kVertexShaderSourceCodeMap[shader_program],
|
| + };
|
| + glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL);
|
| + } else {
|
| + DCHECK(shader_type == GL_FRAGMENT_SHADER);
|
| + const GLchar* source_snippets[] = {
|
| + kVersionDirective,
|
| + output_swap_rb ? kOutputSwizzleMacroSwapRB : kOutputSwizzleMacroNormal,
|
| + kFragmentShaderSourceCodeMap[shader_program],
|
| + };
|
| + glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL);
|
| + }
|
| + glCompileShader(shader);
|
| +
|
| + // Check for successful compilation. On error in debug builds, pull the info
|
| + // log and emit the compiler messages.
|
| + GLint error;
|
| + glGetShaderiv(shader, GL_COMPILE_STATUS, &error);
|
| + if (error != GL_TRUE) {
|
| +#ifndef NDEBUG
|
| + static const int kMaxInfoLogLength = 8192;
|
| + scoped_ptr<char[]> buffer(new char[kMaxInfoLogLength]);
|
| + GLsizei length_returned = 0;
|
| + glGetShaderInfoLog(shader, kMaxInfoLogLength - 1, &length_returned,
|
| + buffer.get());
|
| + buffer[kMaxInfoLogLength - 1] = '\0';
|
| + DLOG(ERROR) << "Failed to compile "
|
| + << (shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment")
|
| + << " shader for program " << shader_program << ":\n"
|
| + << buffer.get()
|
| + << (length_returned >= kMaxInfoLogLength ?
|
| + "\n*** TRUNCATED! ***" : "");
|
| +#endif
|
| + glDeleteShader(shader);
|
| + return 0;
|
| + }
|
| +
|
| + // Success!
|
| + return shader;
|
| +}
|
| +
|
| +GLuint CompileAndLinkProgram(ShaderProgram which, bool output_swap_rb) {
|
| + TRACE_EVENT1("gpu", "CompileAndLinkProgram", "program", which);
|
| +
|
| + // Compile and link a new shader program.
|
| + const GLuint vertex_shader =
|
| + CompileShaderGLSL(which, GL_VERTEX_SHADER, false);
|
| + const GLuint fragment_shader =
|
| + CompileShaderGLSL(which, GL_FRAGMENT_SHADER, output_swap_rb);
|
| + const GLuint program = glCreateProgram();
|
| + DCHECK_NE(program, 0u);
|
| + glAttachShader(program, vertex_shader);
|
| + glAttachShader(program, fragment_shader);
|
| + glLinkProgram(program);
|
| +
|
| + // Flag shaders for deletion so that they will be deleted automatically when
|
| + // the program is later deleted.
|
| + glDeleteShader(vertex_shader);
|
| + glDeleteShader(fragment_shader);
|
| +
|
| + // Check that the program successfully linked.
|
| + GLint error = GL_FALSE;
|
| + glGetProgramiv(program, GL_LINK_STATUS, &error);
|
| + if (error != GL_TRUE) {
|
| + glDeleteProgram(program);
|
| + return 0;
|
| + }
|
| + return program;
|
| +}
|
| +
|
| +} // namespace
|
| +
|
| +
|
| +CompositingIOSurfaceShaderPrograms::CompositingIOSurfaceShaderPrograms()
|
| + : rgb_to_yv12_output_format_(GL_BGRA) {
|
| + COMPILE_ASSERT(kNumShaderPrograms == NUM_SHADER_PROGRAMS,
|
| + header_constant_disagrees_with_enum);
|
| + COMPILE_ASSERT(arraysize(kVertexShaderSourceCodeMap) == NUM_SHADER_PROGRAMS,
|
| + vertex_shader_source_code_map_incorrect_size);
|
| + COMPILE_ASSERT(arraysize(kFragmentShaderSourceCodeMap) == NUM_SHADER_PROGRAMS,
|
| + fragment_shader_source_code_map_incorrect_size);
|
| +
|
| + memset(shader_programs_, 0, sizeof(shader_programs_));
|
| + for (size_t i = 0; i < arraysize(texture_var_locations_); ++i)
|
| + texture_var_locations_[i] = -1;
|
| + for (size_t i = 0; i < arraysize(texel_scale_x_var_locations_); ++i)
|
| + texel_scale_x_var_locations_[i] = -1;
|
| +
|
| + // Look for the swizzle_rgba_for_async_readpixels driver bug workaround and
|
| + // modify rgb_to_yv12_output_format_ if necessary.
|
| + // See: http://crbug.com/265115
|
| + GpuDataManagerImpl* const manager = GpuDataManagerImpl::GetInstance();
|
| + if (manager) {
|
| + base::ListValue workarounds;
|
| + manager->GetDriverBugWorkarounds(&workarounds);
|
| + base::ListValue::const_iterator it = workarounds.Find(
|
| + base::StringValue(gpu::GpuDriverBugWorkaroundTypeToString(
|
| + gpu::SWIZZLE_RGBA_FOR_ASYNC_READPIXELS)));
|
| + if (it != workarounds.end())
|
| + rgb_to_yv12_output_format_ = GL_RGBA;
|
| + }
|
| + DVLOG(1) << "Using RGBToYV12 fragment shader output format: "
|
| + << (rgb_to_yv12_output_format_ == GL_BGRA ? "BGRA" : "RGBA");
|
| +}
|
| +
|
| +CompositingIOSurfaceShaderPrograms::~CompositingIOSurfaceShaderPrograms() {
|
| +#ifndef NDEBUG
|
| + for (size_t i = 0; i < arraysize(shader_programs_); ++i)
|
| + DCHECK_EQ(shader_programs_[i], 0u) << "Failed to call Reset().";
|
| +#endif
|
| +}
|
| +
|
| +void CompositingIOSurfaceShaderPrograms::Reset() {
|
| + for (size_t i = 0; i < arraysize(shader_programs_); ++i) {
|
| + if (shader_programs_[i] != 0u) {
|
| + glDeleteProgram(shader_programs_[i]);
|
| + shader_programs_[i] = 0u;
|
| + }
|
| + }
|
| + for (size_t i = 0; i < arraysize(texture_var_locations_); ++i)
|
| + texture_var_locations_[i] = -1;
|
| + for (size_t i = 0; i < arraysize(texel_scale_x_var_locations_); ++i)
|
| + texel_scale_x_var_locations_[i] = -1;
|
| +}
|
| +
|
| +bool CompositingIOSurfaceShaderPrograms::UseBlitProgram() {
|
| + const GLuint program = GetShaderProgram(SHADER_PROGRAM_BLIT);
|
| + if (program == 0u)
|
| + return false;
|
| + glUseProgram(program);
|
| + BindUniformTextureVariable(SHADER_PROGRAM_BLIT, 0);
|
| + return true;
|
| +}
|
| +
|
| +bool CompositingIOSurfaceShaderPrograms::UseSolidWhiteProgram() {
|
| + const GLuint program = GetShaderProgram(SHADER_PROGRAM_SOLID_WHITE);
|
| + if (program == 0u)
|
| + return false;
|
| + glUseProgram(program);
|
| + return true;
|
| +}
|
| +
|
| +bool CompositingIOSurfaceShaderPrograms::UseRGBToYV12Program(
|
| + int pass_number, float texel_scale_x) {
|
| + const int which = SHADER_PROGRAM_RGB_TO_YV12__1_OF_2 + pass_number - 1;
|
| + DCHECK_GE(which, SHADER_PROGRAM_RGB_TO_YV12__1_OF_2);
|
| + DCHECK_LE(which, SHADER_PROGRAM_RGB_TO_YV12__2_OF_2);
|
| +
|
| + const GLuint program = GetShaderProgram(which);
|
| + if (program == 0u)
|
| + return false;
|
| + glUseProgram(program);
|
| + BindUniformTextureVariable(which, 0);
|
| + if (which == SHADER_PROGRAM_RGB_TO_YV12__1_OF_2) {
|
| + BindUniformTexelScaleXVariable(which, texel_scale_x);
|
| + } else {
|
| + // The second pass doesn't have a texel_scale_x uniform variable since it's
|
| + // never supposed to be doing any scaling (i.e., outside of the usual
|
| + // 2x2-->1x1 that's already built into the process).
|
| + DCHECK_EQ(texel_scale_x, 1.0f);
|
| + }
|
| + return true;
|
| +}
|
| +
|
| +void CompositingIOSurfaceShaderPrograms::SetOutputFormatForTesting(
|
| + GLenum format) {
|
| + rgb_to_yv12_output_format_ = format;
|
| + Reset();
|
| +}
|
| +
|
| +GLuint CompositingIOSurfaceShaderPrograms::GetShaderProgram(int which) {
|
| + if (shader_programs_[which] == 0u) {
|
| + shader_programs_[which] =
|
| + CompileAndLinkProgram(static_cast<ShaderProgram>(which),
|
| + rgb_to_yv12_output_format_ == GL_RGBA);
|
| + DCHECK_NE(shader_programs_[which], 0u)
|
| + << "Failed to create ShaderProgram " << which;
|
| + }
|
| + return shader_programs_[which];
|
| +}
|
| +
|
| +void CompositingIOSurfaceShaderPrograms::BindUniformTextureVariable(
|
| + int which, int texture_unit_offset) {
|
| + if (texture_var_locations_[which] == -1) {
|
| + texture_var_locations_[which] =
|
| + glGetUniformLocation(GetShaderProgram(which), "texture_");
|
| + DCHECK_NE(texture_var_locations_[which], -1)
|
| + << "Failed to find location of uniform variable: texture_";
|
| + }
|
| + glUniform1i(texture_var_locations_[which], texture_unit_offset);
|
| +}
|
| +
|
| +void CompositingIOSurfaceShaderPrograms::BindUniformTexelScaleXVariable(
|
| + int which, float texel_scale_x) {
|
| + if (texel_scale_x_var_locations_[which] == -1) {
|
| + texel_scale_x_var_locations_[which] =
|
| + glGetUniformLocation(GetShaderProgram(which), "texel_scale_x_");
|
| + DCHECK_NE(texel_scale_x_var_locations_[which], -1)
|
| + << "Failed to find location of uniform variable: texel_scale_x_";
|
| + }
|
| + glUniform1f(texel_scale_x_var_locations_[which], texel_scale_x);
|
| +}
|
| +
|
| +} // namespace content
|
|
|