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

Issue 478483002: Remove code used by --disable-delegated-renderer on Mac (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Rebase 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
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

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