| 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
|
| deleted file mode 100644
|
| index 753c180dbf5466eaed5bf30cb76c821318f8ee13..0000000000000000000000000000000000000000
|
| --- a/content/browser/renderer_host/compositing_iosurface_shader_programs_mac.cc
|
| +++ /dev/null
|
| @@ -1,448 +0,0 @@
|
| -// 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
|
|
|