| // Copyright (c) 2011 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 "gpu/tools/compositor_model_bench/shaders.h" |
| |
| #include <stdint.h> |
| |
| #include <algorithm> |
| #include <memory> |
| |
| #include "gpu/tools/compositor_model_bench/render_model_utils.h" |
| #include "gpu/tools/compositor_model_bench/render_tree.h" |
| |
| using std::min; |
| |
| static const int kPositionLocation = 0; |
| static const int kTexCoordLocation = 1; |
| |
| static unsigned g_quad_vertices_vbo; |
| static unsigned g_quad_elements_vbo; |
| |
| // Store a pointer to the transform matrix of the active layer (the complete |
| // transform isn't build until we draw the quad; then we can apply |
| // translation/scaling/projection) |
| static float* g_current_layer_transform; |
| |
| // In addition to the transform, store other useful information about tiled |
| // layers that we'll need to render each tile's quad |
| static float g_current_tile_layer_width; |
| static float g_current_tile_layer_height; |
| static float g_current_tile_width; |
| static float g_current_tile_height; |
| |
| static const float yuv2RGB[9] = { |
| 1.164f, 1.164f, 1.164f, |
| 0.f, -.391f, 2.018f, |
| 1.596f, -.813f, 0.f |
| }; |
| |
| // Store shader programs in a sparse array so that they can be addressed easily. |
| static int g_program_objects[SHADER_ID_MAX*SHADER_ID_MAX]; |
| static int g_active_index = -1; |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // L R B T N F |
| // glOrtho(0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, -1, 1); // column major |
| |
| static float g_projection_matrix[] = { |
| 2.0 / WINDOW_WIDTH, 0.0, 0.0, 0.0, |
| 0.0, 2.0 / -WINDOW_HEIGHT, 0.0, 0.0, |
| 0.0, 0.0, -1.0, 0.0, |
| -1.0, 1.0, 0.0, 1.0 |
| }; |
| |
| #define ADDR(i, j) (i*4 + j) /* column major */ |
| static void Project(const float* v, float* p) { |
| for (int i = 0; i < 4; ++i) { |
| for (int j = 0; j < 4; ++j) { |
| p[ADDR(i, j)] = 0; |
| for (int k = 0; k < 4; ++k) { |
| p[ADDR(i, j)] += g_projection_matrix[ADDR(k, i)] * v[ADDR(j, k)]; |
| } |
| } |
| } |
| } |
| |
| static void Scale(const float* in, float* out, float sx, float sy, float sz) { |
| for (int i = 0; i < 4; ++i) |
| out[i] = in[i] * sx; |
| for (int j = 4; j < 8; ++j) |
| out[j] = in[j] * sy; |
| for (int k = 8; k < 12; ++k) |
| out[k] = in[k] * sz; |
| for (int l = 12; l < 16; ++l) |
| out[l] = in[l]; |
| } |
| |
| static void TranslateInPlace(float* m, float tx, float ty, float tz) { |
| m[12] += tx; |
| m[13] += ty; |
| m[14] += tz; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| ShaderID ShaderIDFromString(const std::string& name) { |
| if (name == "VertexShaderPosTexYUVStretch") |
| return VERTEX_SHADER_POS_TEX_YUV_STRETCH; |
| if (name == "VertexShaderPosTex") |
| return VERTEX_SHADER_POS_TEX; |
| if (name == "VertexShaderPosTexTransform") |
| return VERTEX_SHADER_POS_TEX_TRANSFORM; |
| if (name == "FragmentShaderYUVVideo") |
| return FRAGMENT_SHADER_YUV_VIDEO; |
| if (name == "FragmentShaderRGBATexFlipAlpha") |
| return FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA; |
| if (name == "FragmentShaderRGBATexAlpha") |
| return FRAGMENT_SHADER_RGBA_TEX_ALPHA; |
| return SHADER_UNRECOGNIZED; |
| } |
| |
| std::string ShaderNameFromID(ShaderID id) { |
| switch (id) { |
| case VERTEX_SHADER_POS_TEX_YUV_STRETCH: |
| return "VertexShaderPosTexYUVStretch"; |
| case VERTEX_SHADER_POS_TEX: |
| return "VertexShaderPosTex"; |
| case VERTEX_SHADER_POS_TEX_TRANSFORM: |
| return "VertexShaderPosTexTransform"; |
| case FRAGMENT_SHADER_YUV_VIDEO: |
| return "FragmentShaderYUVVideo"; |
| case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA: |
| return "FragmentShaderRGBATexFlipAlpha"; |
| case FRAGMENT_SHADER_RGBA_TEX_ALPHA: |
| return "FragmentShaderRGBATexAlpha"; |
| default: |
| return "(unknown shader)"; |
| } |
| } |
| |
| #define SHADER0(Src) #Src |
| #define SHADER(Src) SHADER0(Src) |
| |
| const char* GetShaderSource(ShaderID shader) { |
| switch (shader) { |
| case VERTEX_SHADER_POS_TEX_YUV_STRETCH: |
| return SHADER( |
| #ifdef GL_ES |
| precision mediump float; |
| #endif |
| attribute vec4 a_position; |
| attribute vec2 a_texCoord; |
| uniform mat4 matrix; |
| varying vec2 y_texCoord; |
| varying vec2 uv_texCoord; |
| uniform float y_widthScaleFactor; |
| uniform float uv_widthScaleFactor; |
| void main() { |
| gl_Position = matrix * a_position; |
| y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x, |
| a_texCoord.y); |
| uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x, |
| a_texCoord.y); |
| }); |
| case VERTEX_SHADER_POS_TEX: |
| return SHADER( |
| attribute vec4 a_position; |
| attribute vec2 a_texCoord; |
| uniform mat4 matrix; |
| varying vec2 v_texCoord; |
| void main() { |
| gl_Position = matrix * a_position; |
| v_texCoord = a_texCoord; |
| }); |
| case VERTEX_SHADER_POS_TEX_TRANSFORM: |
| return SHADER( |
| attribute vec4 a_position; |
| attribute vec2 a_texCoord; |
| uniform mat4 matrix; |
| uniform vec4 texTransform; |
| varying vec2 v_texCoord; |
| void main() { |
| gl_Position = matrix * a_position; |
| v_texCoord = a_texCoord*texTransform.zw + texTransform.xy; |
| }); |
| case FRAGMENT_SHADER_YUV_VIDEO: |
| return SHADER( |
| #ifdef GL_ES |
| precision mediump float; |
| precision mediump int; |
| #endif |
| varying vec2 y_texCoord; |
| varying vec2 uv_texCoord; |
| uniform sampler2D y_texture; |
| uniform sampler2D u_texture; |
| uniform sampler2D v_texture; |
| uniform float alpha; |
| uniform vec3 yuv_adj; |
| uniform mat3 cc_matrix; |
| void main() { |
| float y_raw = texture2D(y_texture, y_texCoord).x; |
| float u_unsigned = texture2D(u_texture, uv_texCoord).x; |
| float v_unsigned = texture2D(v_texture, uv_texCoord).x; |
| vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; |
| vec3 rgb = cc_matrix * yuv; |
| gl_FragColor = vec4(rgb, 1.0) * alpha; |
| }); |
| case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA: |
| return SHADER( |
| #ifdef GL_ES |
| precision mediump float; |
| #endif |
| varying vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform float alpha; |
| void main() { |
| vec4 texColor = texture2D(s_texture, |
| vec2(v_texCoord.x, 1.0 - v_texCoord.y)); |
| gl_FragColor = vec4(texColor.x, |
| texColor.y, |
| texColor.z, |
| texColor.w) * alpha; |
| }); |
| case FRAGMENT_SHADER_RGBA_TEX_ALPHA: |
| return SHADER( |
| #ifdef GL_ES |
| precision mediump float; |
| #endif |
| varying vec2 v_texCoord; |
| uniform sampler2D s_texture; |
| uniform float alpha; |
| void main() { |
| vec4 texColor = texture2D(s_texture, v_texCoord); |
| gl_FragColor = texColor * alpha; |
| }); |
| default: |
| printf("Shader source requested for unknown shader\n"); |
| return ""; |
| } |
| } |
| |
| int GetProgramIdx(ShaderID v, ShaderID f) { |
| return v * SHADER_ID_MAX + f; |
| } |
| |
| static void ReportAnyShaderCompilationErrors(GLuint shader, ShaderID id) { |
| GLint status; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
| if (status) |
| return; |
| // Get the length of the log string |
| GLsizei length; |
| glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); |
| std::unique_ptr<GLchar[]> log(new GLchar[length + 1]); |
| glGetShaderInfoLog(shader, length, nullptr, log.get()); |
| LOG(ERROR) << log.get() << " in shader " << ShaderNameFromID(id); |
| } |
| |
| static int ActivateShader(ShaderID v, ShaderID f, float* layer_transform) { |
| int program_index = GetProgramIdx(v, f); |
| if (!g_program_objects[program_index]) { |
| g_program_objects[program_index] = glCreateProgramObjectARB(); |
| GLenum vs = glCreateShaderObjectARB(GL_VERTEX_SHADER); |
| GLenum fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER); |
| const char* vs_source = GetShaderSource(v); |
| const char* fs_source = GetShaderSource(f); |
| glShaderSourceARB(vs, 1, &vs_source, 0); |
| glShaderSourceARB(fs, 1, &fs_source, 0); |
| glCompileShaderARB(vs); |
| ReportAnyShaderCompilationErrors(vs, v); |
| glCompileShaderARB(fs); |
| ReportAnyShaderCompilationErrors(fs, f); |
| glAttachObjectARB(g_program_objects[program_index], vs); |
| glAttachObjectARB(g_program_objects[program_index], fs); |
| glBindAttribLocationARB(g_program_objects[program_index], |
| kPositionLocation, |
| "a_position"); |
| glBindAttribLocationARB(g_program_objects[program_index], |
| kTexCoordLocation, |
| "a_texCoord"); |
| glLinkProgramARB(g_program_objects[program_index]); |
| } |
| if (g_active_index != program_index) |
| glUseProgramObjectARB(g_program_objects[program_index]); |
| g_active_index = program_index; |
| |
| g_current_layer_transform = layer_transform; |
| |
| return g_program_objects[program_index]; |
| } |
| |
| void ConfigAndActivateShaderForNode(CCNode* n) { |
| ShaderID vs = n->vertex_shader(); |
| ShaderID fs = n->fragment_shader(); |
| float* transform = n->transform(); |
| int program = ActivateShader(vs, fs, transform); |
| if (vs == VERTEX_SHADER_POS_TEX_YUV_STRETCH) { |
| GLint y_scale = glGetUniformLocationARB(program, "y_widthScaleFactor"); |
| GLint uv_scale = glGetUniformLocationARB(program, "uv_widthScaleFactor"); |
| glUniform1fARB(y_scale, 1.0); |
| glUniform1fARB(uv_scale, 1.0); |
| } |
| if (vs == VERTEX_SHADER_POS_TEX_TRANSFORM) { |
| GLint texTrans = glGetUniformLocationARB(program, "texTransform"); |
| glUniform4fARB(texTrans, 0.0, 0.0, 0.0, 0.0); |
| } |
| if (fs == FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA) { |
| DCHECK_EQ(n->num_textures(), 1u); |
| DCHECK_NE(n->texture(0)->texID, -1); |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, n->texture(0)->texID); |
| int sTexLoc = glGetUniformLocationARB(program, "s_texture"); |
| glUniform1iARB(sTexLoc, 0); |
| } |
| if (fs == FRAGMENT_SHADER_YUV_VIDEO) { |
| DCHECK_EQ(n->num_textures(), 3u); |
| DCHECK_NE(n->texture(0)->texID, -1); |
| DCHECK_NE(n->texture(1)->texID, -1); |
| DCHECK_NE(n->texture(2)->texID, -1); |
| // Bind Y tex. |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, n->texture(0)->texID); |
| int yTexLoc = glGetUniformLocationARB(program, "y_texture"); |
| glUniform1iARB(yTexLoc, 0); |
| // Bind U tex. |
| glActiveTexture(GL_TEXTURE0 + 1); |
| glBindTexture(GL_TEXTURE_2D, n->texture(1)->texID); |
| int uTexLoc = glGetUniformLocationARB(program, "u_texture"); |
| glUniform1iARB(uTexLoc, 1); |
| // Bind V tex. |
| glActiveTexture(GL_TEXTURE0 + 2); |
| glBindTexture(GL_TEXTURE_2D, n->texture(2)->texID); |
| int vTexLoc = glGetUniformLocationARB(program, "v_texture"); |
| glUniform1iARB(vTexLoc, 2); |
| // Set YUV offset. |
| int yuvAdjLoc = glGetUniformLocationARB(program, "yuv_adj"); |
| glUniform3fARB(yuvAdjLoc, -0.0625f, -0.5f, -0.5f); |
| // Set YUV matrix. |
| int ccMatLoc = glGetUniformLocationARB(program, "cc_matrix"); |
| glUniformMatrix3fvARB(ccMatLoc, 1, false, yuv2RGB); |
| } |
| GLint alpha = glGetUniformLocationARB(program, "alpha"); |
| glUniform1fARB(alpha, 0.9); |
| } |
| |
| void ConfigAndActivateShaderForTiling(ContentLayerNode* n) { |
| int program = ActivateShader(VERTEX_SHADER_POS_TEX_TRANSFORM, |
| FRAGMENT_SHADER_RGBA_TEX_ALPHA, |
| n->transform()); |
| GLint texTrans = glGetUniformLocationARB(program, "texTransform"); |
| glUniform4fARB(texTrans, 0.0, 0.0, 1.0, 1.0); |
| GLint alpha = glGetUniformLocationARB(program, "alpha"); |
| glUniform1fARB(alpha, 0.9); |
| |
| g_current_tile_layer_width = n->width(); |
| g_current_tile_layer_height = n->height(); |
| g_current_tile_width = n->tile_width(); |
| g_current_tile_height = n->tile_height(); |
| } |
| |
| void DeleteShaders() { |
| g_active_index = -1; |
| glUseProgramObjectARB(0); |
| for (int i = 0; i < SHADER_ID_MAX*SHADER_ID_MAX; ++i) { |
| if (g_program_objects[i]) { |
| glDeleteObjectARB(g_program_objects[i]); |
| } |
| g_program_objects[i] = 0; |
| } |
| } |
| |
| void InitBuffers() { |
| // Vertex positions and texture coordinates for the 4 corners of a 1x1 quad. |
| float vertices[] = { -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, |
| -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, |
| 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, |
| 0.5f, 0.5f, 0.0f, 1.0f, 1.0f }; |
| uint16_t indices[] = { 0, 1, 2, 0, 2, 3}; |
| |
| glGenBuffers(1, &g_quad_vertices_vbo); |
| glGenBuffers(1, &g_quad_elements_vbo); |
| glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo); |
| glBufferData(GL_ARRAY_BUFFER, |
| sizeof(vertices), |
| vertices, |
| GL_STATIC_DRAW); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, |
| sizeof(indices), |
| indices, |
| GL_STATIC_DRAW); |
| } |
| |
| void BeginFrame() { |
| glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo); |
| unsigned offset = 0; |
| glVertexAttribPointer(kPositionLocation, |
| 3, |
| GL_FLOAT, |
| false, |
| 5 * sizeof(float), |
| reinterpret_cast<void*>(offset)); |
| offset += 3 * sizeof(float); |
| glVertexAttribPointer(kTexCoordLocation, |
| 2, |
| GL_FLOAT, |
| false, |
| 5 * sizeof(float), |
| reinterpret_cast<void*>(offset)); |
| glEnableVertexAttribArray(kPositionLocation); |
| glEnableVertexAttribArray(kTexCoordLocation); |
| } |
| |
| void DrawQuad(float width, float height) { |
| float mv_transform[16]; |
| float proj_transform[16]; |
| Scale(g_current_layer_transform, mv_transform, width, height, 1.0); |
| Project(mv_transform, proj_transform); |
| GLint mat = glGetUniformLocationARB(g_program_objects[g_active_index], |
| "matrix"); |
| glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform); |
| |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| } |
| |
| void DrawTileQuad(GLuint texID, int x, int y) { |
| float left = g_current_tile_width*x; |
| float top = g_current_tile_height*y; |
| if (left > g_current_tile_layer_width || top > g_current_tile_layer_height) |
| return; |
| |
| float right = min(left+g_current_tile_width, g_current_tile_layer_width); |
| float bottom = min(top+g_current_tile_height, g_current_tile_layer_height); |
| float width = right-left; |
| float height = bottom-top; |
| |
| int prog = g_program_objects[g_active_index]; |
| |
| // Scale the texture if the full tile rectangle doesn't get drawn. |
| float u_scale = width / g_current_tile_width; |
| float v_scale = height / g_current_tile_height; |
| GLint texTrans = glGetUniformLocationARB(prog, "texTransform"); |
| glUniform4fARB(texTrans, 0.0, 0.0, u_scale, v_scale); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, texID); |
| int texLoc = glGetUniformLocationARB(prog, "s_texture"); |
| glUniform1iARB(texLoc, 0); |
| |
| float mv_transform[16]; |
| float proj_transform[16]; |
| Scale(g_current_layer_transform, mv_transform, width, height, 1.0); |
| |
| // We have to position the tile by its center. |
| float center_x = (left+right)/2 - g_current_tile_layer_width/2; |
| float center_y = (top+bottom)/2 - g_current_tile_layer_height/2; |
| TranslateInPlace(mv_transform, center_x, center_y, 0.0); |
| |
| Project(mv_transform, proj_transform); |
| GLint mat = glGetUniformLocationARB(prog, "matrix"); |
| glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform); |
| |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| } |
| |