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 |