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Unified Diff: content/browser/renderer_host/compositing_iosurface_shader_programs_mac.cc

Issue 472663004: Revert of Remove code used by --disable-delegated-renderer on Mac (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 6 years, 4 months ago
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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

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