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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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