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 |