| // Copyright (c) 2012 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 "components/viz/common/gl_helper_scaling.h" |
| |
| #include <stddef.h> |
| |
| #include <memory> |
| #include <string> |
| #include <utility> |
| #include <vector> |
| |
| #include "base/bind.h" |
| #include "base/containers/circular_deque.h" |
| #include "base/lazy_instance.h" |
| #include "base/logging.h" |
| #include "base/macros.h" |
| #include "base/memory/ref_counted.h" |
| #include "base/optional.h" |
| #include "base/time/time.h" |
| #include "base/trace_event/trace_event.h" |
| #include "gpu/GLES2/gl2extchromium.h" |
| #include "gpu/command_buffer/client/gles2_interface.h" |
| #include "third_party/skia/include/core/SkRegion.h" |
| #include "ui/gfx/geometry/rect.h" |
| #include "ui/gfx/geometry/rect_conversions.h" |
| #include "ui/gfx/geometry/rect_f.h" |
| #include "ui/gfx/geometry/size.h" |
| #include "ui/gfx/geometry/vector2d_f.h" |
| |
| using gpu::gles2::GLES2Interface; |
| |
| namespace viz { |
| |
| namespace { |
| |
| // Linear translation from RGB to grayscale. |
| const GLfloat kRGBtoGrayscaleColorWeights[4] = {0.213f, 0.715f, 0.072f, 0.0f}; |
| |
| // Linear translation from RGB to YUV color space. |
| // TODO(miu): This needs to stop being hardcoded...and need to identify to&from |
| // color spaces. |
| const GLfloat kRGBtoYColorWeights[4] = {0.257f, 0.504f, 0.098f, 0.0625f}; |
| const GLfloat kRGBtoUColorWeights[4] = {-0.148f, -0.291f, 0.439f, 0.5f}; |
| const GLfloat kRGBtoVColorWeights[4] = {0.439f, -0.368f, -0.071f, 0.5f}; |
| |
| // Returns true iff a_num/a_denom == b_num/b_denom. |
| bool AreRatiosEqual(int32_t a_num, |
| int32_t a_denom, |
| int32_t b_num, |
| int32_t b_denom) { |
| // The math (for each dimension): |
| // If: a_num/a_denom == b_num/b_denom |
| // Then: a_num*b_denom == b_num*a_denom |
| // |
| // ...and cast to int64_t to guarantee no overflow from the multiplications. |
| return (static_cast<int64_t>(a_num) * b_denom) == |
| (static_cast<int64_t>(b_num) * a_denom); |
| } |
| |
| } // namespace |
| |
| GLHelperScaling::GLHelperScaling(GLES2Interface* gl, GLHelper* helper) |
| : gl_(gl), helper_(helper), vertex_attributes_buffer_(gl_) { |
| InitBuffer(); |
| } |
| |
| GLHelperScaling::~GLHelperScaling() {} |
| |
| // Used to keep track of a generated shader program. The program |
| // is passed in as text through Setup and is used by calling |
| // UseProgram() with the right parameters. Note that |gl_| |
| // and |helper_| are assumed to live longer than this program. |
| class ShaderProgram : public base::RefCounted<ShaderProgram> { |
| public: |
| ShaderProgram(GLES2Interface* gl, |
| GLHelper* helper, |
| GLHelperScaling::ShaderType shader) |
| : gl_(gl), |
| helper_(helper), |
| shader_(shader), |
| program_(gl_->CreateProgram()), |
| position_location_(-1), |
| texcoord_location_(-1), |
| src_rect_location_(-1), |
| src_pixelsize_location_(-1), |
| scaling_vector_location_(-1), |
| rgb_to_plane0_location_(-1), |
| rgb_to_plane1_location_(-1), |
| rgb_to_plane2_location_(-1) {} |
| |
| // Compile shader program. |
| void Setup(const GLchar* vertex_shader_text, |
| const GLchar* fragment_shader_text); |
| |
| // UseProgram must be called with GL_ARRAY_BUFFER bound to a vertex attribute |
| // buffer. |src_texture_size| is the size of the entire source texture, |
| // regardless of which region is to be sampled. |src_rect| is the source |
| // region not including overscan pixels past the edges. The program produces a |
| // scaled image placed at Rect(0, 0, dst_size.width(), dst_size.height()) in |
| // the destination texture(s). |
| void UseProgram(const gfx::Size& src_texture_size, |
| const gfx::RectF& src_rect, |
| const gfx::Size& dst_size, |
| bool scale_x, |
| bool flip_y, |
| const GLfloat color_weights[3][4]); |
| |
| bool Initialized() const { return position_location_ != -1; } |
| |
| private: |
| friend class base::RefCounted<ShaderProgram>; |
| ~ShaderProgram() { gl_->DeleteProgram(program_); } |
| |
| GLES2Interface* gl_; |
| GLHelper* helper_; |
| const GLHelperScaling::ShaderType shader_; |
| |
| // A program for copying a source texture into a destination texture. |
| GLuint program_; |
| |
| // The location of the position in the program. |
| GLint position_location_; |
| // The location of the texture coordinate in the program. |
| GLint texcoord_location_; |
| // The location of the source texture in the program. |
| GLint texture_location_; |
| // The location of the texture coordinate of the source rectangle in the |
| // program. |
| GLint src_rect_location_; |
| // Location of size of source image in pixels. |
| GLint src_pixelsize_location_; |
| // Location of vector for scaling ratio between source and dest textures. |
| GLint scaling_vector_location_; |
| // Location of color weights, for programs that convert from interleaved to |
| // planar pixel orderings/formats. |
| GLint rgb_to_plane0_location_; |
| GLint rgb_to_plane1_location_; |
| GLint rgb_to_plane2_location_; |
| |
| DISALLOW_COPY_AND_ASSIGN(ShaderProgram); |
| }; |
| |
| // Implementation of a single stage in a scaler pipeline. If the pipeline has |
| // multiple stages, it calls Scale() on the subscaler, then further scales the |
| // output. Caches textures and framebuffers to avoid allocating/deleting |
| // them once per frame, which can be expensive on some drivers. |
| class ScalerImpl : public GLHelper::ScalerInterface { |
| public: |
| // |gl| and |scaler_helper| are expected to live longer than this object. |
| ScalerImpl(GLES2Interface* gl, |
| GLHelperScaling* scaler_helper, |
| const GLHelperScaling::ScalerStage& scaler_stage, |
| std::unique_ptr<ScalerImpl> subscaler) |
| : gl_(gl), |
| scaler_helper_(scaler_helper), |
| spec_(scaler_stage), |
| intermediate_texture_(0), |
| dst_framebuffer_(gl), |
| subscaler_(std::move(subscaler)) { |
| shader_program_ = |
| scaler_helper_->GetShaderProgram(spec_.shader, spec_.swizzle); |
| } |
| |
| ~ScalerImpl() override { |
| if (intermediate_texture_) { |
| gl_->DeleteTextures(1, &intermediate_texture_); |
| } |
| } |
| |
| void SetColorWeights(int plane, const GLfloat color_weights[4]) { |
| DCHECK(plane >= 0 && plane < 3); |
| color_weights_[plane][0] = color_weights[0]; |
| color_weights_[plane][1] = color_weights[1]; |
| color_weights_[plane][2] = color_weights[2]; |
| color_weights_[plane][3] = color_weights[3]; |
| } |
| |
| void ScaleToMultipleOutputs(GLuint src_texture, |
| const gfx::Size& src_texture_size, |
| const gfx::Vector2dF& src_offset, |
| GLuint dest_texture_0, |
| GLuint dest_texture_1, |
| const gfx::Rect& output_rect) override { |
| // TODO(crbug.com/775740): Do not accept non-whole-numbered offsets |
| // until the shader programs produce the correct output for them. |
| DCHECK_EQ(src_offset.x(), std::floor(src_offset.x())); |
| DCHECK_EQ(src_offset.y(), std::floor(src_offset.y())); |
| |
| if (output_rect.IsEmpty()) |
| return; // No work to do. |
| gfx::RectF src_rect = ToSourceRect(output_rect); |
| |
| // Ensure conflicting GL capabilities are disabled. The following explicity |
| // disables those known to possibly be enabled in GL compositing code, while |
| // the helper method call will DCHECK a wider set. |
| gl_->Disable(GL_SCISSOR_TEST); |
| gl_->Disable(GL_STENCIL_TEST); |
| gl_->Disable(GL_BLEND); |
| DCheckNoConflictingCapabilitiesAreEnabled(); |
| |
| if (subscaler_) { |
| gfx::RectF overscan_rect = src_rect; |
| PadForOverscan(&overscan_rect); |
| const auto intermediate = subscaler_->GenerateIntermediateTexture( |
| src_texture, src_texture_size, src_offset, |
| gfx::ToEnclosingRect(overscan_rect)); |
| src_rect -= intermediate.second.OffsetFromOrigin(); |
| Execute(intermediate.first, intermediate.second.size(), src_rect, |
| dest_texture_0, dest_texture_1, output_rect.size()); |
| } else { |
| if (spec_.flipped_source) { |
| src_rect.set_x(src_rect.x() + src_offset.x()); |
| src_rect.set_y(src_texture_size.height() - src_rect.bottom() - |
| src_offset.y()); |
| } else { |
| src_rect += src_offset; |
| } |
| Execute(src_texture, src_texture_size, src_rect, dest_texture_0, |
| dest_texture_1, output_rect.size()); |
| } |
| } |
| |
| void ComputeRegionOfInfluence(const gfx::Size& src_texture_size, |
| const gfx::Vector2dF& src_offset, |
| const gfx::Rect& output_rect, |
| gfx::Rect* sampling_rect, |
| gfx::Vector2dF* offset) const override { |
| // This mimics the recursive behavior of GenerateIntermediateTexture(), |
| // computing the size of the intermediate texture required by each scaler |
| // in the chain. |
| gfx::Rect intermediate_rect = output_rect; |
| const ScalerImpl* scaler = this; |
| while (scaler->subscaler_) { |
| gfx::RectF overscan_rect = scaler->ToSourceRect(intermediate_rect); |
| scaler->PadForOverscan(&overscan_rect); |
| intermediate_rect = gfx::ToEnclosingRect(overscan_rect); |
| scaler = scaler->subscaler_.get(); |
| } |
| |
| // At this point, |scaler| points to the first scaler in the chain. Compute |
| // the source rect that would have been used with the shader program, and |
| // then pad that to account for the shader program's overscan pixels. |
| const auto rects = scaler->ComputeBaseCaseRects( |
| src_texture_size, src_offset, intermediate_rect); |
| gfx::RectF src_overscan_rect = rects.first; |
| scaler->PadForOverscan(&src_overscan_rect); |
| |
| // Provide a whole-numbered Rect result along with the offset to the origin |
| // point. |
| *sampling_rect = gfx::ToEnclosingRect(src_overscan_rect); |
| sampling_rect->Intersect(gfx::Rect(src_texture_size)); |
| *offset = gfx::ScaleVector2d( |
| output_rect.OffsetFromOrigin(), |
| static_cast<float>(chain_properties_->scale_from.x()) / |
| chain_properties_->scale_to.x(), |
| static_cast<float>(chain_properties_->scale_from.y()) / |
| chain_properties_->scale_to.y()); |
| if (scaler->spec_.flipped_source) { |
| offset->set_x(offset->x() - sampling_rect->x()); |
| offset->set_y(offset->y() - |
| (src_texture_size.height() - sampling_rect->bottom())); |
| } else { |
| *offset -= sampling_rect->OffsetFromOrigin(); |
| } |
| } |
| |
| // Sets the overall scale ratio and swizzle for the entire chain of Scalers. |
| void SetChainProperties(const gfx::Vector2d& from, |
| const gfx::Vector2d& to, |
| bool swizzle) { |
| chain_properties_.emplace(ChainProperties{ |
| from, to, static_cast<GLenum>(swizzle ? GL_BGRA_EXT : GL_RGBA)}); |
| } |
| |
| // WARNING: This method should only be called by external clients, since they |
| // are using it compare against the overall scale ratio (of the entire chain |
| // of Scalers). |
| bool IsSameScaleRatio(const gfx::Vector2d& from, |
| const gfx::Vector2d& to) const override { |
| const gfx::Vector2d& overall_from = chain_properties_->scale_from; |
| const gfx::Vector2d& overall_to = chain_properties_->scale_to; |
| return AreRatiosEqual(overall_from.x(), overall_to.x(), from.x(), to.x()) && |
| AreRatiosEqual(overall_from.y(), overall_to.y(), from.y(), to.y()); |
| } |
| |
| bool IsSamplingFlippedSource() const override { |
| const ScalerImpl* scaler = this; |
| while (scaler->subscaler_) { |
| DCHECK(!scaler->spec_.flipped_source); |
| scaler = scaler->subscaler_.get(); |
| } |
| return scaler->spec_.flipped_source; |
| } |
| |
| bool IsFlippingOutput() const override { |
| bool flipped_overall = false; |
| const ScalerImpl* scaler = this; |
| while (scaler) { |
| flipped_overall = (flipped_overall != scaler->spec_.flip_output); |
| scaler = scaler->subscaler_.get(); |
| } |
| return flipped_overall; |
| } |
| |
| GLenum GetReadbackFormat() const override { |
| return chain_properties_->readback_format; |
| } |
| |
| private: |
| // In DCHECK-enabled builds, this checks that no conflicting GL capability is |
| // currently enabled in the GL context. Any of these might cause problems when |
| // the shader draw operations are executed. |
| void DCheckNoConflictingCapabilitiesAreEnabled() const { |
| DCHECK_NE(gl_->IsEnabled(GL_BLEND), GL_TRUE); |
| DCHECK_NE(gl_->IsEnabled(GL_CULL_FACE), GL_TRUE); |
| DCHECK_NE(gl_->IsEnabled(GL_DEPTH_TEST), GL_TRUE); |
| DCHECK_NE(gl_->IsEnabled(GL_POLYGON_OFFSET_FILL), GL_TRUE); |
| DCHECK_NE(gl_->IsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE), GL_TRUE); |
| DCHECK_NE(gl_->IsEnabled(GL_SAMPLE_COVERAGE), GL_TRUE); |
| DCHECK_NE(gl_->IsEnabled(GL_SCISSOR_TEST), GL_TRUE); |
| DCHECK_NE(gl_->IsEnabled(GL_STENCIL_TEST), GL_TRUE); |
| } |
| |
| // Expands the given |sampling_rect| to account for the extra pixels bordering |
| // it that will be sampled by the shaders. |
| void PadForOverscan(gfx::RectF* sampling_rect) const { |
| // Room for optimization: These are conservative calculations. Some of the |
| // shaders actually require fewer overscan pixels. |
| float overscan_x = 0; |
| float overscan_y = 0; |
| switch (spec_.shader) { |
| case GLHelperScaling::SHADER_BILINEAR: |
| case GLHelperScaling::SHADER_BILINEAR2: |
| case GLHelperScaling::SHADER_BILINEAR3: |
| case GLHelperScaling::SHADER_BILINEAR4: |
| case GLHelperScaling::SHADER_BILINEAR2X2: |
| case GLHelperScaling::SHADER_PLANAR: |
| case GLHelperScaling::SHADER_YUV_MRT_PASS1: |
| case GLHelperScaling::SHADER_YUV_MRT_PASS2: |
| overscan_x = |
| static_cast<float>(spec_.scale_from.x()) / spec_.scale_to.x(); |
| overscan_y = |
| static_cast<float>(spec_.scale_from.y()) / spec_.scale_to.y(); |
| break; |
| |
| case GLHelperScaling::SHADER_BICUBIC_UPSCALE: |
| DCHECK_LE(spec_.scale_from.x(), spec_.scale_to.x()); |
| DCHECK_LE(spec_.scale_from.y(), spec_.scale_to.y()); |
| // This shader always reads a radius of 2 pixels about the sampling |
| // point. |
| overscan_x = 2.0f; |
| overscan_y = 2.0f; |
| break; |
| |
| case GLHelperScaling::SHADER_BICUBIC_HALF_1D: { |
| DCHECK_GE(spec_.scale_from.x(), spec_.scale_to.x()); |
| DCHECK_GE(spec_.scale_from.y(), spec_.scale_to.y()); |
| // kLobeDist is the largest pixel read offset in the shader program. |
| constexpr float kLobeDist = 11.0f / 4.0f; |
| overscan_x = kLobeDist * spec_.scale_from.x() / spec_.scale_to.x(); |
| overscan_y = kLobeDist * spec_.scale_from.y() / spec_.scale_to.y(); |
| break; |
| } |
| } |
| // Because the texture sampler sometimes reads between pixels, an extra one |
| // must be accounted for. |
| sampling_rect->Inset(-(overscan_x + 1.0f), -(overscan_y + 1.0f)); |
| } |
| |
| // Returns the given |rect| in source coordinates. |
| gfx::RectF ToSourceRect(const gfx::Rect& rect) const { |
| return gfx::ScaleRect( |
| gfx::RectF(rect), |
| static_cast<float>(spec_.scale_from.x()) / spec_.scale_to.x(), |
| static_cast<float>(spec_.scale_from.y()) / spec_.scale_to.y()); |
| } |
| |
| // Returns the given |rect| in output coordinates, enlarged to whole-number |
| // coordinates. |
| gfx::Rect ToOutputRect(const gfx::RectF& rect) const { |
| return gfx::ToEnclosingRect(gfx::ScaleRect( |
| rect, static_cast<float>(spec_.scale_to.x()) / spec_.scale_from.x(), |
| static_cast<float>(spec_.scale_to.y()) / spec_.scale_from.y())); |
| } |
| |
| // Returns the source and output rects to use with the shader program, |
| // assuming this scaler is the "base case" (i.e., it has no subscaler). The |
| // returned output rect is clamped according to what the source texture can |
| // provide. |
| std::pair<gfx::RectF, gfx::Rect> ComputeBaseCaseRects( |
| const gfx::Size& src_texture_size, |
| const gfx::Vector2dF& src_offset, |
| const gfx::Rect& requested_output_rect) const { |
| DCHECK(!subscaler_); |
| |
| // Determine what the requested source rect is, and clamp to the texture's |
| // bounds. |
| gfx::RectF src_rect = ToSourceRect(requested_output_rect); |
| src_rect += src_offset; |
| if (spec_.flipped_source) |
| src_rect.set_y(src_texture_size.height() - src_rect.bottom()); |
| src_rect.Intersect(gfx::RectF(gfx::SizeF(src_texture_size))); |
| |
| // From the clamped source rect, re-compute the output rect that will be |
| // provided to the next scaler stage. This will either be all of what was |
| // requested or a smaller rect. See comments in |
| // GenerateIntermediateTexture(). |
| if (spec_.flipped_source) |
| src_rect.set_y(src_texture_size.height() - src_rect.bottom()); |
| src_rect -= src_offset; |
| const gfx::Rect output_rect = ToOutputRect(src_rect); |
| |
| // Once again, compute the source rect from the output rect, which might |
| // spill-over the texture's bounds slightly (but only by the minimal amount |
| // necessary). Apply the |src_offset| and vertically-flip this source rect, |
| // if necessary, as this is what will be provided directly to the shader |
| // program. |
| src_rect = ToSourceRect(output_rect); |
| src_rect += src_offset; |
| if (spec_.flipped_source) |
| src_rect.set_y(src_texture_size.height() - src_rect.bottom()); |
| |
| return std::make_pair(src_rect, output_rect); |
| } |
| |
| // Generates the intermediate texture and/or re-defines it if its size has |
| // changed. |
| void EnsureIntermediateTextureDefined(const gfx::Size& size) { |
| // Reallocate a new texture, if needed. |
| if (!intermediate_texture_) |
| gl_->GenTextures(1, &intermediate_texture_); |
| if (intermediate_texture_size_ != size) { |
| gl_->BindTexture(GL_TEXTURE_2D, intermediate_texture_); |
| gl_->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| intermediate_texture_size_ = size; |
| } |
| } |
| |
| // Returns a texture of this intermediate scaling step. The caller does NOT |
| // own the returned texture. The texture may be smaller than the |
| // |requested_output_rect.size()|, if that eliminates data redundancy that |
| // GL_CLAMP_TO_EDGE will correct for. |
| std::pair<GLuint, gfx::Rect> GenerateIntermediateTexture( |
| GLuint src_texture, |
| const gfx::Size& src_texture_size, |
| const gfx::Vector2dF& src_offset, |
| const gfx::Rect& requested_output_rect) { |
| // Base case: If there is no subscaler, render the intermediate texture from |
| // the |src_texture| and return it. |
| if (!subscaler_) { |
| const auto rects = ComputeBaseCaseRects(src_texture_size, src_offset, |
| requested_output_rect); |
| EnsureIntermediateTextureDefined(rects.second.size()); |
| Execute(src_texture, src_texture_size, rects.first, intermediate_texture_, |
| 0, rects.second.size()); |
| return std::make_pair(intermediate_texture_, rects.second); |
| } |
| |
| // Recursive case: Output from the subscaler is needed to generate this |
| // scaler's intermediate texture. Compute the region of pixels that will be |
| // sampled, and request those pixels from the subscaler. |
| gfx::RectF sampling_rect = ToSourceRect(requested_output_rect); |
| PadForOverscan(&sampling_rect); |
| const auto intermediate = subscaler_->GenerateIntermediateTexture( |
| src_texture, src_texture_size, src_offset, |
| gfx::ToEnclosingRect(sampling_rect)); |
| const GLuint& sampling_texture = intermediate.first; |
| const gfx::Rect& sampling_bounds = intermediate.second; |
| |
| // The subscaler might not have provided pixels for the entire requested |
| // |sampling_rect| because they would be redundant (i.e., GL_CLAMP_TO_EDGE |
| // behavior will generate the redundant pixel values in the rendering step, |
| // below). Thus, re-compute |requested_output_rect| and |sampling_rect| when |
| // this has occurred. |
| gfx::Rect output_rect; |
| if (sampling_bounds.Contains(gfx::ToEnclosingRect(sampling_rect))) { |
| output_rect = requested_output_rect; |
| } else { |
| sampling_rect.Intersect(gfx::RectF(sampling_bounds)); |
| output_rect = ToOutputRect(sampling_rect); |
| // The new sampling rect might exceed the bounds slightly, but only by the |
| // minimal amount necessary to populate the entire output. |
| sampling_rect = ToSourceRect(output_rect); |
| } |
| |
| // Render the output, but do not account for |src_offset| nor vertical |
| // flipping because that should have been handled in the base case. |
| EnsureIntermediateTextureDefined(output_rect.size()); |
| DCHECK(!spec_.flipped_source); |
| Execute(sampling_texture, sampling_bounds.size(), |
| sampling_rect - sampling_bounds.OffsetFromOrigin(), |
| intermediate_texture_, 0, output_rect.size()); |
| return std::make_pair(intermediate_texture_, output_rect); |
| } |
| |
| // Executes the scale, mapping pixels from |src_texture| to one or two |
| // outputs, transforming the source pixels in |src_rect| to produce a |
| // result of the given size. |src_texture_size| is the size of the entire |
| // |src_texture|, regardless of the sampled region. |
| void Execute(GLuint src_texture, |
| const gfx::Size& src_texture_size, |
| const gfx::RectF& src_rect, |
| GLuint dest_texture_0, |
| GLuint dest_texture_1, |
| const gfx::Size& result_size) { |
| // Attach output texture(s) to the framebuffer. |
| ScopedFramebufferBinder<GL_FRAMEBUFFER> framebuffer_binder( |
| gl_, dst_framebuffer_); |
| gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_2D, dest_texture_0, 0); |
| if (dest_texture_1 > 0) { |
| gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 1, |
| GL_TEXTURE_2D, dest_texture_1, 0); |
| } |
| |
| // Bind to the source texture and set the texture sampler to use bilinear |
| // filtering and clamp to the edge, as required by all shader programs. |
| ScopedTextureBinder<GL_TEXTURE_2D> texture_binder(gl_, src_texture); |
| gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| |
| // Prepare the shader program for drawing. |
| ScopedBufferBinder<GL_ARRAY_BUFFER> buffer_binder( |
| gl_, scaler_helper_->vertex_attributes_buffer_); |
| shader_program_->UseProgram(src_texture_size, src_rect, result_size, |
| spec_.scale_x, spec_.flip_output, |
| color_weights_); |
| |
| // Execute the draw. |
| gl_->Viewport(0, 0, result_size.width(), result_size.height()); |
| const GLenum buffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT0 + 1}; |
| if (dest_texture_1 > 0) { |
| DCHECK_LE(2, scaler_helper_->helper_->MaxDrawBuffers()); |
| gl_->DrawBuffersEXT(2, buffers); |
| } |
| gl_->DrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| if (dest_texture_1 > 0) { |
| // Set the draw buffers back to not disrupt external operations. |
| gl_->DrawBuffersEXT(1, buffers); |
| } |
| } |
| |
| GLES2Interface* gl_; |
| GLHelperScaling* scaler_helper_; |
| GLHelperScaling::ScalerStage spec_; |
| GLfloat color_weights_[3][4]; // A vec4 for each plane. |
| GLuint intermediate_texture_; |
| gfx::Size intermediate_texture_size_; |
| scoped_refptr<ShaderProgram> shader_program_; |
| ScopedFramebuffer dst_framebuffer_; |
| std::unique_ptr<ScalerImpl> subscaler_; |
| |
| // This last member is only set on ScalerImpls that are exposed to external |
| // modules. This is so the client can query the overall scale ratio and |
| // swizzle provided by a chain of ScalerImpls. |
| struct ChainProperties { |
| gfx::Vector2d scale_from; |
| gfx::Vector2d scale_to; |
| GLenum readback_format; |
| }; |
| base::Optional<ChainProperties> chain_properties_; |
| }; |
| |
| // The important inputs for this function is |x_ops| and |y_ops|. They represent |
| // scaling operations to be done on a source image of relative size |
| // |scale_from|. If |quality| is SCALER_QUALITY_BEST, then interpret these scale |
| // operations literally and create one scaler stage for each ScaleOp. However, |
| // if |quality| is SCALER_QUALITY_GOOD, then enable some optimizations that |
| // combine two or more ScaleOps in to a single scaler stage. Normally first |
| // ScaleOps from |y_ops| are processed first and |x_ops| after all the |y_ops|, |
| // but sometimes it's possible to combine one or more operation from both |
| // queues essentially for free. This is the reason why |x_ops| and |y_ops| |
| // aren't just one single queue. |
| // static |
| void GLHelperScaling::ConvertScalerOpsToScalerStages( |
| GLHelper::ScalerQuality quality, |
| gfx::Vector2d scale_from, |
| base::circular_deque<GLHelperScaling::ScaleOp>* x_ops, |
| base::circular_deque<GLHelperScaling::ScaleOp>* y_ops, |
| std::vector<ScalerStage>* scaler_stages) { |
| while (!x_ops->empty() || !y_ops->empty()) { |
| gfx::Vector2d intermediate_scale = scale_from; |
| base::circular_deque<ScaleOp>* current_queue = nullptr; |
| |
| if (!y_ops->empty()) { |
| current_queue = y_ops; |
| } else { |
| current_queue = x_ops; |
| } |
| |
| ShaderType current_shader = SHADER_BILINEAR; |
| switch (current_queue->front().scale_factor) { |
| case 0: |
| if (quality == GLHelper::SCALER_QUALITY_BEST) { |
| current_shader = SHADER_BICUBIC_UPSCALE; |
| } |
| break; |
| case 2: |
| if (quality == GLHelper::SCALER_QUALITY_BEST) { |
| current_shader = SHADER_BICUBIC_HALF_1D; |
| } |
| break; |
| case 3: |
| DCHECK(quality != GLHelper::SCALER_QUALITY_BEST); |
| current_shader = SHADER_BILINEAR3; |
| break; |
| default: |
| NOTREACHED(); |
| } |
| bool scale_x = current_queue->front().scale_x; |
| current_queue->front().UpdateScale(&intermediate_scale); |
| current_queue->pop_front(); |
| |
| // Optimization: Sometimes we can combine 2-4 scaling operations into |
| // one operation. |
| if (quality == GLHelper::SCALER_QUALITY_GOOD) { |
| if (!current_queue->empty() && current_shader == SHADER_BILINEAR) { |
| // Combine two steps in the same dimension. |
| current_queue->front().UpdateScale(&intermediate_scale); |
| current_queue->pop_front(); |
| current_shader = SHADER_BILINEAR2; |
| if (!current_queue->empty()) { |
| // Combine three steps in the same dimension. |
| current_queue->front().UpdateScale(&intermediate_scale); |
| current_queue->pop_front(); |
| current_shader = SHADER_BILINEAR4; |
| } |
| } |
| // Check if we can combine some steps in the other dimension as well. |
| // Since all shaders currently use GL_LINEAR, we can easily scale up |
| // or scale down by exactly 2x at the same time as we do another |
| // operation. Currently, the following mergers are supported: |
| // * 1 bilinear Y-pass with 1 bilinear X-pass (up or down) |
| // * 2 bilinear Y-passes with 2 bilinear X-passes |
| // * 1 bilinear Y-pass with N bilinear X-pass |
| // * N bilinear Y-passes with 1 bilinear X-pass (down only) |
| // Measurements indicate that generalizing this for 3x3 and 4x4 |
| // makes it slower on some platforms, such as the Pixel. |
| if (!scale_x && x_ops->size() > 0 && x_ops->front().scale_factor <= 2) { |
| int x_passes = 0; |
| if (current_shader == SHADER_BILINEAR2 && x_ops->size() >= 2) { |
| // 2y + 2x passes |
| x_passes = 2; |
| current_shader = SHADER_BILINEAR2X2; |
| } else if (current_shader == SHADER_BILINEAR) { |
| // 1y + Nx passes |
| scale_x = true; |
| switch (x_ops->size()) { |
| case 0: |
| NOTREACHED(); |
| break; |
| case 1: |
| if (x_ops->front().scale_factor == 3) { |
| current_shader = SHADER_BILINEAR3; |
| } |
| x_passes = 1; |
| break; |
| case 2: |
| x_passes = 2; |
| current_shader = SHADER_BILINEAR2; |
| break; |
| default: |
| x_passes = 3; |
| current_shader = SHADER_BILINEAR4; |
| break; |
| } |
| } else if (x_ops->front().scale_factor == 2) { |
| // Ny + 1x-downscale |
| x_passes = 1; |
| } |
| |
| for (int i = 0; i < x_passes; i++) { |
| x_ops->front().UpdateScale(&intermediate_scale); |
| x_ops->pop_front(); |
| } |
| } |
| } |
| |
| scaler_stages->emplace_back(ScalerStage{current_shader, scale_from, |
| intermediate_scale, scale_x, false, |
| false, false}); |
| scale_from = intermediate_scale; |
| } |
| } |
| |
| // static |
| void GLHelperScaling::ComputeScalerStages( |
| GLHelper::ScalerQuality quality, |
| const gfx::Vector2d& scale_from, |
| const gfx::Vector2d& scale_to, |
| bool flipped_source, |
| bool flip_output, |
| bool swizzle, |
| std::vector<ScalerStage>* scaler_stages) { |
| if (quality == GLHelper::SCALER_QUALITY_FAST || scale_from == scale_to) { |
| scaler_stages->emplace_back(ScalerStage{SHADER_BILINEAR, scale_from, |
| scale_to, false, flipped_source, |
| flip_output, swizzle}); |
| return; |
| } |
| |
| base::circular_deque<GLHelperScaling::ScaleOp> x_ops, y_ops; |
| GLHelperScaling::ScaleOp::AddOps(scale_from.x(), scale_to.x(), true, |
| quality == GLHelper::SCALER_QUALITY_GOOD, |
| &x_ops); |
| GLHelperScaling::ScaleOp::AddOps(scale_from.y(), scale_to.y(), false, |
| quality == GLHelper::SCALER_QUALITY_GOOD, |
| &y_ops); |
| DCHECK_GT(x_ops.size() + y_ops.size(), 0u); |
| ConvertScalerOpsToScalerStages(quality, scale_from, &x_ops, &y_ops, |
| scaler_stages); |
| DCHECK_EQ(x_ops.size() + y_ops.size(), 0u); |
| DCHECK(!scaler_stages->empty()); |
| |
| // If the source content is flipped, the first scaler stage will perform math |
| // to account for this. It also will flip the content during scaling so that |
| // all following stages may assume the content is not flipped. Then, the final |
| // stage must ensure the final output is correctly flipped-back (or not) based |
| // on what the first stage did PLUS what is being requested by the client |
| // code. |
| if (flipped_source) { |
| scaler_stages->front().flipped_source = true; |
| scaler_stages->front().flip_output = true; |
| } |
| if (flipped_source != flip_output) { |
| scaler_stages->back().flip_output = !scaler_stages->back().flip_output; |
| } |
| |
| scaler_stages->back().swizzle = swizzle; |
| } |
| |
| std::unique_ptr<GLHelper::ScalerInterface> GLHelperScaling::CreateScaler( |
| GLHelper::ScalerQuality quality, |
| const gfx::Vector2d& scale_from, |
| const gfx::Vector2d& scale_to, |
| bool flipped_source, |
| bool flip_output, |
| bool swizzle) { |
| if (scale_from.x() == 0 || scale_from.y() == 0 || scale_to.x() == 0 || |
| scale_to.y() == 0) { |
| // Invalid arguments: Cannot scale from or to a relative size of 0. |
| return nullptr; |
| } |
| |
| std::vector<ScalerStage> scaler_stages; |
| ComputeScalerStages(quality, scale_from, scale_to, flipped_source, |
| flip_output, swizzle, &scaler_stages); |
| |
| std::unique_ptr<ScalerImpl> ret; |
| for (unsigned int i = 0; i < scaler_stages.size(); i++) { |
| ret = std::make_unique<ScalerImpl>(gl_, this, scaler_stages[i], |
| std::move(ret)); |
| } |
| ret->SetChainProperties(scale_from, scale_to, swizzle); |
| return ret; |
| } |
| |
| std::unique_ptr<GLHelper::ScalerInterface> |
| GLHelperScaling::CreateGrayscalePlanerizer(bool flipped_source, |
| bool flip_output, |
| bool swizzle) { |
| const ScalerStage stage = { |
| SHADER_PLANAR, gfx::Vector2d(4, 1), gfx::Vector2d(1, 1), |
| true, flipped_source, flip_output, |
| swizzle}; |
| auto result = std::make_unique<ScalerImpl>(gl_, this, stage, nullptr); |
| result->SetColorWeights(0, kRGBtoGrayscaleColorWeights); |
| result->SetChainProperties(stage.scale_from, stage.scale_to, swizzle); |
| return result; |
| } |
| |
| std::unique_ptr<GLHelper::ScalerInterface> |
| GLHelperScaling::CreateI420Planerizer(int plane, |
| bool flipped_source, |
| bool flip_output, |
| bool swizzle) { |
| const ScalerStage stage = { |
| SHADER_PLANAR, |
| plane == 0 ? gfx::Vector2d(4, 1) : gfx::Vector2d(8, 2), |
| gfx::Vector2d(1, 1), |
| true, |
| flipped_source, |
| flip_output, |
| swizzle}; |
| auto result = std::make_unique<ScalerImpl>(gl_, this, stage, nullptr); |
| switch (plane) { |
| case 0: |
| result->SetColorWeights(0, kRGBtoYColorWeights); |
| break; |
| case 1: |
| result->SetColorWeights(0, kRGBtoUColorWeights); |
| break; |
| case 2: |
| result->SetColorWeights(0, kRGBtoVColorWeights); |
| break; |
| default: |
| NOTREACHED(); |
| } |
| result->SetChainProperties(stage.scale_from, stage.scale_to, swizzle); |
| return result; |
| } |
| |
| std::unique_ptr<GLHelper::ScalerInterface> |
| GLHelperScaling::CreateI420MrtPass1Planerizer(bool flipped_source, |
| bool flip_output, |
| bool swizzle) { |
| const ScalerStage stage = {SHADER_YUV_MRT_PASS1, |
| gfx::Vector2d(4, 1), |
| gfx::Vector2d(1, 1), |
| true, |
| flipped_source, |
| flip_output, |
| swizzle}; |
| auto result = std::make_unique<ScalerImpl>(gl_, this, stage, nullptr); |
| result->SetColorWeights(0, kRGBtoYColorWeights); |
| result->SetColorWeights(1, kRGBtoUColorWeights); |
| result->SetColorWeights(2, kRGBtoVColorWeights); |
| result->SetChainProperties(stage.scale_from, stage.scale_to, swizzle); |
| return result; |
| } |
| |
| std::unique_ptr<GLHelper::ScalerInterface> |
| GLHelperScaling::CreateI420MrtPass2Planerizer(bool swizzle) { |
| const ScalerStage stage = {SHADER_YUV_MRT_PASS2, |
| gfx::Vector2d(2, 2), |
| gfx::Vector2d(1, 1), |
| true, |
| false, |
| false, |
| swizzle}; |
| auto result = std::make_unique<ScalerImpl>(gl_, this, stage, nullptr); |
| result->SetChainProperties(stage.scale_from, stage.scale_to, swizzle); |
| return result; |
| } |
| |
| // Triangle strip coordinates, used to sweep the entire source area when |
| // executing the shader programs. The first two columns correspond to |
| // values interpolated to produce |a_position| values in the shader programs, |
| // while the latter two columns relate to the |a_texcoord| values; respectively, |
| // the first pair are the vertex coordinates in object space, and the second |
| // pair are the corresponding source texture coordinates. |
| const GLfloat GLHelperScaling::kVertexAttributes[] = { |
| -1.0f, -1.0f, 0.0f, 0.0f, // vertex 0 |
| 1.0f, -1.0f, 1.0f, 0.0f, // vertex 1 |
| -1.0f, 1.0f, 0.0f, 1.0f, // vertex 2 |
| 1.0f, 1.0f, 1.0f, 1.0f, |
| }; // vertex 3 |
| |
| void GLHelperScaling::InitBuffer() { |
| ScopedBufferBinder<GL_ARRAY_BUFFER> buffer_binder(gl_, |
| vertex_attributes_buffer_); |
| gl_->BufferData(GL_ARRAY_BUFFER, sizeof(kVertexAttributes), kVertexAttributes, |
| GL_STATIC_DRAW); |
| } |
| |
| scoped_refptr<ShaderProgram> GLHelperScaling::GetShaderProgram(ShaderType type, |
| bool swizzle) { |
| ShaderProgramKeyType key(type, swizzle); |
| scoped_refptr<ShaderProgram>& cache_entry(shader_programs_[key]); |
| if (!cache_entry) { |
| cache_entry = new ShaderProgram(gl_, helper_, type); |
| std::basic_string<GLchar> vertex_program; |
| std::basic_string<GLchar> fragment_program; |
| std::basic_string<GLchar> vertex_header; |
| std::basic_string<GLchar> fragment_directives; |
| std::basic_string<GLchar> fragment_header; |
| std::basic_string<GLchar> shared_variables; |
| |
| vertex_header.append( |
| "precision highp float;\n" |
| "attribute vec2 a_position;\n" |
| "attribute vec2 a_texcoord;\n" |
| "uniform vec4 src_rect;\n"); |
| |
| fragment_header.append( |
| "precision mediump float;\n" |
| "uniform sampler2D s_texture;\n"); |
| |
| vertex_program.append( |
| " gl_Position = vec4(a_position, 0.0, 1.0);\n" |
| " vec2 texcoord = src_rect.xy + a_texcoord * src_rect.zw;\n"); |
| |
| switch (type) { |
| case SHADER_BILINEAR: |
| shared_variables.append("varying vec2 v_texcoord;\n"); |
| vertex_program.append(" v_texcoord = texcoord;\n"); |
| fragment_program.append( |
| " gl_FragColor = texture2D(s_texture, v_texcoord);\n"); |
| break; |
| |
| case SHADER_BILINEAR2: |
| // This is equivialent to two passes of the BILINEAR shader above. |
| // It can be used to scale an image down 1.0x-2.0x in either dimension, |
| // or exactly 4x. |
| shared_variables.append( |
| "varying vec4 v_texcoords;\n"); // 2 texcoords packed in one quad |
| vertex_header.append("uniform vec2 scaling_vector;\n"); |
| vertex_program.append( |
| " vec2 step = scaling_vector / 4.0;\n" |
| " v_texcoords.xy = texcoord + step;\n" |
| " v_texcoords.zw = texcoord - step;\n"); |
| |
| fragment_program.append( |
| " gl_FragColor = (texture2D(s_texture, v_texcoords.xy) +\n" |
| " texture2D(s_texture, v_texcoords.zw)) / 2.0;\n"); |
| break; |
| |
| case SHADER_BILINEAR3: |
| // This is kind of like doing 1.5 passes of the BILINEAR shader. |
| // It can be used to scale an image down 1.5x-3.0x, or exactly 6x. |
| shared_variables.append( |
| "varying vec4 v_texcoords1;\n" // 2 texcoords packed in one quad |
| "varying vec2 v_texcoords2;\n"); |
| vertex_header.append("uniform vec2 scaling_vector;\n"); |
| vertex_program.append( |
| " vec2 step = scaling_vector / 3.0;\n" |
| " v_texcoords1.xy = texcoord + step;\n" |
| " v_texcoords1.zw = texcoord;\n" |
| " v_texcoords2 = texcoord - step;\n"); |
| fragment_program.append( |
| " gl_FragColor = (texture2D(s_texture, v_texcoords1.xy) +\n" |
| " texture2D(s_texture, v_texcoords1.zw) +\n" |
| " texture2D(s_texture, v_texcoords2)) / 3.0;\n"); |
| break; |
| |
| case SHADER_BILINEAR4: |
| // This is equivialent to three passes of the BILINEAR shader above, |
| // It can be used to scale an image down 2.0x-4.0x or exactly 8x. |
| shared_variables.append("varying vec4 v_texcoords[2];\n"); |
| vertex_header.append("uniform vec2 scaling_vector;\n"); |
| vertex_program.append( |
| " vec2 step = scaling_vector / 8.0;\n" |
| " v_texcoords[0].xy = texcoord - step * 3.0;\n" |
| " v_texcoords[0].zw = texcoord - step;\n" |
| " v_texcoords[1].xy = texcoord + step;\n" |
| " v_texcoords[1].zw = texcoord + step * 3.0;\n"); |
| fragment_program.append( |
| " gl_FragColor = (\n" |
| " texture2D(s_texture, v_texcoords[0].xy) +\n" |
| " texture2D(s_texture, v_texcoords[0].zw) +\n" |
| " texture2D(s_texture, v_texcoords[1].xy) +\n" |
| " texture2D(s_texture, v_texcoords[1].zw)) / 4.0;\n"); |
| break; |
| |
| case SHADER_BILINEAR2X2: |
| // This is equivialent to four passes of the BILINEAR shader above. |
| // Two in each dimension. It can be used to scale an image down |
| // 1.0x-2.0x in both X and Y directions. Or, it could be used to |
| // scale an image down by exactly 4x in both dimensions. |
| shared_variables.append("varying vec4 v_texcoords[2];\n"); |
| vertex_header.append("uniform vec2 scaling_vector;\n"); |
| vertex_program.append( |
| " vec2 step = scaling_vector / 4.0;\n" |
| " v_texcoords[0].xy = texcoord + vec2(step.x, step.y);\n" |
| " v_texcoords[0].zw = texcoord + vec2(step.x, -step.y);\n" |
| " v_texcoords[1].xy = texcoord + vec2(-step.x, step.y);\n" |
| " v_texcoords[1].zw = texcoord + vec2(-step.x, -step.y);\n"); |
| fragment_program.append( |
| " gl_FragColor = (\n" |
| " texture2D(s_texture, v_texcoords[0].xy) +\n" |
| " texture2D(s_texture, v_texcoords[0].zw) +\n" |
| " texture2D(s_texture, v_texcoords[1].xy) +\n" |
| " texture2D(s_texture, v_texcoords[1].zw)) / 4.0;\n"); |
| break; |
| |
| case SHADER_BICUBIC_HALF_1D: |
| // This scales down texture by exactly half in one dimension. |
| // directions in one pass. We use bilinear lookup to reduce |
| // the number of texture reads from 8 to 4 |
| shared_variables.append( |
| "const float CenterDist = 99.0 / 140.0;\n" |
| "const float LobeDist = 11.0 / 4.0;\n" |
| "const float CenterWeight = 35.0 / 64.0;\n" |
| "const float LobeWeight = -3.0 / 64.0;\n" |
| "varying vec4 v_texcoords[2];\n"); |
| vertex_header.append("uniform vec2 scaling_vector;\n"); |
| vertex_program.append( |
| " vec2 step = scaling_vector / 2.0;\n" |
| " v_texcoords[0].xy = texcoord - LobeDist * step;\n" |
| " v_texcoords[0].zw = texcoord - CenterDist * step;\n" |
| " v_texcoords[1].xy = texcoord + CenterDist * step;\n" |
| " v_texcoords[1].zw = texcoord + LobeDist * step;\n"); |
| fragment_program.append( |
| " gl_FragColor = \n" |
| // Lobe pixels |
| " (texture2D(s_texture, v_texcoords[0].xy) +\n" |
| " texture2D(s_texture, v_texcoords[1].zw)) *\n" |
| " LobeWeight +\n" |
| // Center pixels |
| " (texture2D(s_texture, v_texcoords[0].zw) +\n" |
| " texture2D(s_texture, v_texcoords[1].xy)) *\n" |
| " CenterWeight;\n"); |
| break; |
| |
| case SHADER_BICUBIC_UPSCALE: |
| // When scaling up, we need 4 texture reads, but we can |
| // save some instructions because will know in which range of |
| // the bicubic function each call call to the bicubic function |
| // will be in. |
| // Also, when sampling the bicubic function like this, the sum |
| // is always exactly one, so we can skip normalization as well. |
| shared_variables.append("varying vec2 v_texcoord;\n"); |
| vertex_program.append(" v_texcoord = texcoord;\n"); |
| fragment_header.append( |
| "uniform vec2 src_pixelsize;\n" |
| "uniform vec2 scaling_vector;\n" |
| "const float a = -0.5;\n" |
| // This function is equivialent to calling the bicubic |
| // function with x-1, x, 1-x and 2-x |
| // (assuming 0 <= x < 1) |
| "vec4 filt4(float x) {\n" |
| " return vec4(x * x * x, x * x, x, 1) *\n" |
| " mat4( a, -2.0 * a, a, 0.0,\n" |
| " a + 2.0, -a - 3.0, 0.0, 1.0,\n" |
| " -a - 2.0, 3.0 + 2.0 * a, -a, 0.0,\n" |
| " -a, a, 0.0, 0.0);\n" |
| "}\n" |
| "mat4 pixels_x(vec2 pos, vec2 step) {\n" |
| " return mat4(\n" |
| " texture2D(s_texture, pos - step),\n" |
| " texture2D(s_texture, pos),\n" |
| " texture2D(s_texture, pos + step),\n" |
| " texture2D(s_texture, pos + step * 2.0));\n" |
| "}\n"); |
| fragment_program.append( |
| " vec2 pixel_pos = v_texcoord * src_pixelsize - \n" |
| " scaling_vector / 2.0;\n" |
| " float frac = fract(dot(pixel_pos, scaling_vector));\n" |
| " vec2 base = (floor(pixel_pos) + vec2(0.5)) / src_pixelsize;\n" |
| " vec2 step = scaling_vector / src_pixelsize;\n" |
| " gl_FragColor = pixels_x(base, step) * filt4(frac);\n"); |
| break; |
| |
| case SHADER_PLANAR: |
| // Converts four RGBA pixels into one pixel. Each RGBA |
| // pixel will be dot-multiplied with the color weights and |
| // then placed into a component of the output. This is used to |
| // convert RGBA textures into Y, U and V textures. We do this |
| // because single-component textures are not renderable on all |
| // architectures. |
| shared_variables.append("varying vec4 v_texcoords[2];\n"); |
| vertex_header.append("uniform vec2 scaling_vector;\n"); |
| vertex_program.append( |
| " vec2 step = scaling_vector / 4.0;\n" |
| " v_texcoords[0].xy = texcoord - step * 1.5;\n" |
| " v_texcoords[0].zw = texcoord - step * 0.5;\n" |
| " v_texcoords[1].xy = texcoord + step * 0.5;\n" |
| " v_texcoords[1].zw = texcoord + step * 1.5;\n"); |
| fragment_header.append("uniform vec4 rgb_to_plane0;\n"); |
| fragment_program.append( |
| " gl_FragColor = rgb_to_plane0 * mat4(\n" |
| " vec4(texture2D(s_texture, v_texcoords[0].xy).rgb, 1.0),\n" |
| " vec4(texture2D(s_texture, v_texcoords[0].zw).rgb, 1.0),\n" |
| " vec4(texture2D(s_texture, v_texcoords[1].xy).rgb, 1.0),\n" |
| " vec4(texture2D(s_texture, v_texcoords[1].zw).rgb, 1.0));\n"); |
| break; |
| |
| case SHADER_YUV_MRT_PASS1: |
| // RGB24 to YV12 in two passes; writing two 8888 targets each pass. |
| // |
| // YV12 is full-resolution luma and half-resolution blue/red chroma. |
| // |
| // (original) |
| // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
| // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
| // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
| // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
| // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
| // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX |
| // | |
| // | (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 |
| // |
| shared_variables.append("varying vec4 v_texcoords[2];\n"); |
| vertex_header.append("uniform vec2 scaling_vector;\n"); |
| vertex_program.append( |
| " vec2 step = scaling_vector / 4.0;\n" |
| " v_texcoords[0].xy = texcoord - step * 1.5;\n" |
| " v_texcoords[0].zw = texcoord - step * 0.5;\n" |
| " v_texcoords[1].xy = texcoord + step * 0.5;\n" |
| " v_texcoords[1].zw = texcoord + step * 1.5;\n"); |
| fragment_directives.append("#extension GL_EXT_draw_buffers : enable\n"); |
| fragment_header.append( |
| "uniform vec4 rgb_to_plane0;\n" // RGB-to-Y |
| "uniform vec4 rgb_to_plane1;\n" // RGB-to-U |
| "uniform vec4 rgb_to_plane2;\n"); // RGB-to-V |
| fragment_program.append( |
| " vec4 pixel1 = vec4(texture2D(s_texture, v_texcoords[0].xy).rgb, " |
| " 1.0);\n" |
| " vec4 pixel2 = vec4(texture2D(s_texture, v_texcoords[0].zw).rgb, " |
| " 1.0);\n" |
| " vec4 pixel3 = vec4(texture2D(s_texture, v_texcoords[1].xy).rgb, " |
| " 1.0);\n" |
| " vec4 pixel4 = vec4(texture2D(s_texture, v_texcoords[1].zw).rgb, " |
| " 1.0);\n" |
| " vec4 pixel12 = (pixel1 + pixel2) / 2.0;\n" |
| " vec4 pixel34 = (pixel3 + pixel4) / 2.0;\n" |
| " gl_FragData[0] = vec4(dot(pixel1, rgb_to_plane0),\n" |
| " dot(pixel2, rgb_to_plane0),\n" |
| " dot(pixel3, rgb_to_plane0),\n" |
| " dot(pixel4, rgb_to_plane0));\n" |
| " gl_FragData[1] = vec4(dot(pixel12, rgb_to_plane1),\n" |
| " dot(pixel34, rgb_to_plane1),\n" |
| " dot(pixel12, rgb_to_plane2),\n" |
| " dot(pixel34, rgb_to_plane2));\n"); |
| break; |
| |
| case SHADER_YUV_MRT_PASS2: |
| // 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. |
| shared_variables.append("varying vec4 v_texcoords;\n"); |
| vertex_header.append("uniform vec2 scaling_vector;\n"); |
| vertex_program.append( |
| " vec2 step = scaling_vector / 2.0;\n" |
| " v_texcoords.xy = texcoord - step * 0.5;\n" |
| " v_texcoords.zw = texcoord + step * 0.5;\n"); |
| fragment_directives.append("#extension GL_EXT_draw_buffers : enable\n"); |
| fragment_program.append( |
| " vec4 lo_uuvv = texture2D(s_texture, v_texcoords.xy);\n" |
| " vec4 hi_uuvv = texture2D(s_texture, v_texcoords.zw);\n" |
| " gl_FragData[0] = vec4(lo_uuvv.rg, hi_uuvv.rg);\n" |
| " gl_FragData[1] = vec4(lo_uuvv.ba, hi_uuvv.ba);\n"); |
| break; |
| } |
| if (swizzle) { |
| switch (type) { |
| case SHADER_YUV_MRT_PASS1: |
| fragment_program.append(" gl_FragData[0] = gl_FragData[0].bgra;\n"); |
| break; |
| case SHADER_YUV_MRT_PASS2: |
| fragment_program.append(" gl_FragData[0] = gl_FragData[0].bgra;\n"); |
| fragment_program.append(" gl_FragData[1] = gl_FragData[1].bgra;\n"); |
| break; |
| default: |
| fragment_program.append(" gl_FragColor = gl_FragColor.bgra;\n"); |
| break; |
| } |
| } |
| |
| vertex_program = vertex_header + shared_variables + "void main() {\n" + |
| vertex_program + "}\n"; |
| |
| fragment_program = fragment_directives + fragment_header + |
| shared_variables + "void main() {\n" + fragment_program + |
| "}\n"; |
| |
| cache_entry->Setup(vertex_program.c_str(), fragment_program.c_str()); |
| } |
| return cache_entry; |
| } |
| |
| namespace { |
| GLuint CompileShaderFromSource(GLES2Interface* gl, |
| const GLchar* source, |
| GLenum type) { |
| GLuint shader = gl->CreateShader(type); |
| GLint length = base::checked_cast<GLint>(strlen(source)); |
| gl->ShaderSource(shader, 1, &source, &length); |
| gl->CompileShader(shader); |
| GLint compile_status = 0; |
| gl->GetShaderiv(shader, GL_COMPILE_STATUS, &compile_status); |
| if (!compile_status) { |
| GLint log_length = 0; |
| gl->GetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length); |
| if (log_length) { |
| std::unique_ptr<GLchar[]> log(new GLchar[log_length]); |
| GLsizei returned_log_length = 0; |
| gl->GetShaderInfoLog(shader, log_length, &returned_log_length, log.get()); |
| LOG(ERROR) << std::string(log.get(), returned_log_length); |
| } |
| gl->DeleteShader(shader); |
| return 0; |
| } |
| return shader; |
| } |
| } // namespace |
| |
| void ShaderProgram::Setup(const GLchar* vertex_shader_text, |
| const GLchar* fragment_shader_text) { |
| // Shaders to map the source texture to |dst_texture_|. |
| const GLuint vertex_shader = |
| CompileShaderFromSource(gl_, vertex_shader_text, GL_VERTEX_SHADER); |
| if (vertex_shader == 0) |
| return; |
| |
| gl_->AttachShader(program_, vertex_shader); |
| gl_->DeleteShader(vertex_shader); |
| |
| const GLuint fragment_shader = |
| CompileShaderFromSource(gl_, fragment_shader_text, GL_FRAGMENT_SHADER); |
| if (fragment_shader == 0) |
| return; |
| gl_->AttachShader(program_, fragment_shader); |
| gl_->DeleteShader(fragment_shader); |
| |
| gl_->LinkProgram(program_); |
| |
| GLint link_status = 0; |
| gl_->GetProgramiv(program_, GL_LINK_STATUS, &link_status); |
| if (!link_status) |
| return; |
| |
| position_location_ = gl_->GetAttribLocation(program_, "a_position"); |
| texcoord_location_ = gl_->GetAttribLocation(program_, "a_texcoord"); |
| texture_location_ = gl_->GetUniformLocation(program_, "s_texture"); |
| src_rect_location_ = gl_->GetUniformLocation(program_, "src_rect"); |
| src_pixelsize_location_ = gl_->GetUniformLocation(program_, "src_pixelsize"); |
| scaling_vector_location_ = |
| gl_->GetUniformLocation(program_, "scaling_vector"); |
| rgb_to_plane0_location_ = gl_->GetUniformLocation(program_, "rgb_to_plane0"); |
| rgb_to_plane1_location_ = gl_->GetUniformLocation(program_, "rgb_to_plane1"); |
| rgb_to_plane2_location_ = gl_->GetUniformLocation(program_, "rgb_to_plane2"); |
| // The only reason fetching these attribute locations should fail is |
| // if the context was spontaneously lost (i.e., because the GPU |
| // process crashed, perhaps deliberately for testing). |
| DCHECK(Initialized() || gl_->GetGraphicsResetStatusKHR() != GL_NO_ERROR); |
| } |
| |
| void ShaderProgram::UseProgram(const gfx::Size& src_texture_size, |
| const gfx::RectF& src_rect, |
| const gfx::Size& dst_size, |
| bool scale_x, |
| bool flip_y, |
| const GLfloat color_weights[3][4]) { |
| gl_->UseProgram(program_); |
| |
| // OpenGL defines the last parameter to VertexAttribPointer as type |
| // "const GLvoid*" even though it is actually an offset into the buffer |
| // object's data store and not a pointer to the client's address space. |
| const void* offsets[2] = {nullptr, |
| reinterpret_cast<const void*>(2 * sizeof(GLfloat))}; |
| |
| gl_->VertexAttribPointer(position_location_, 2, GL_FLOAT, GL_FALSE, |
| 4 * sizeof(GLfloat), offsets[0]); |
| gl_->EnableVertexAttribArray(position_location_); |
| |
| gl_->VertexAttribPointer(texcoord_location_, 2, GL_FLOAT, GL_FALSE, |
| 4 * sizeof(GLfloat), offsets[1]); |
| gl_->EnableVertexAttribArray(texcoord_location_); |
| |
| gl_->Uniform1i(texture_location_, 0); |
| |
| // Convert |src_rect| from pixel coordinates to texture coordinates. The |
| // source texture coordinates are in the range [0.0,1.0] for each dimension, |
| // but the sampling rect may slightly "spill" outside that range (e.g., for |
| // scaler overscan). |
| GLfloat src_rect_texcoord[4] = { |
| src_rect.x() / src_texture_size.width(), |
| src_rect.y() / src_texture_size.height(), |
| src_rect.width() / src_texture_size.width(), |
| src_rect.height() / src_texture_size.height(), |
| }; |
| if (flip_y) { |
| src_rect_texcoord[1] += src_rect_texcoord[3]; |
| src_rect_texcoord[3] *= -1.0f; |
| } |
| gl_->Uniform4fv(src_rect_location_, 1, src_rect_texcoord); |
| |
| // Set shader-specific uniform inputs. The |scaling_vector| is the ratio of |
| // the number of source pixels sampled per dest pixels output. It is used by |
| // the shader programs to locate distinct texels from the source texture, and |
| // sample them at the appropriate offset to produce each output texel. In many |
| // cases, |scaling_vector| also selects whether scaling will happen only in |
| // the X or the Y dimension. |
| switch (shader_) { |
| case GLHelperScaling::SHADER_BILINEAR: |
| break; |
| |
| case GLHelperScaling::SHADER_BILINEAR2: |
| case GLHelperScaling::SHADER_BILINEAR3: |
| case GLHelperScaling::SHADER_BILINEAR4: |
| case GLHelperScaling::SHADER_BICUBIC_HALF_1D: |
| case GLHelperScaling::SHADER_PLANAR: |
| case GLHelperScaling::SHADER_YUV_MRT_PASS1: |
| case GLHelperScaling::SHADER_YUV_MRT_PASS2: |
| if (scale_x) { |
| gl_->Uniform2f(scaling_vector_location_, |
| src_rect_texcoord[2] / dst_size.width(), 0.0); |
| } else { |
| gl_->Uniform2f(scaling_vector_location_, 0.0, |
| src_rect_texcoord[3] / dst_size.height()); |
| } |
| break; |
| |
| case GLHelperScaling::SHADER_BILINEAR2X2: |
| gl_->Uniform2f(scaling_vector_location_, |
| src_rect_texcoord[2] / dst_size.width(), |
| src_rect_texcoord[3] / dst_size.height()); |
| break; |
| |
| case GLHelperScaling::SHADER_BICUBIC_UPSCALE: |
| gl_->Uniform2f(src_pixelsize_location_, src_texture_size.width(), |
| src_texture_size.height()); |
| // For this shader program, the |scaling_vector| has an alternate meaning: |
| // It is only being used to select whether sampling is stepped in the X or |
| // the Y direction. |
| gl_->Uniform2f(scaling_vector_location_, scale_x ? 1.0 : 0.0, |
| scale_x ? 0.0 : 1.0); |
| break; |
| } |
| |
| if (rgb_to_plane0_location_ != -1) { |
| gl_->Uniform4fv(rgb_to_plane0_location_, 1, &color_weights[0][0]); |
| if (rgb_to_plane1_location_ != -1) { |
| DCHECK_NE(rgb_to_plane2_location_, -1); |
| gl_->Uniform4fv(rgb_to_plane1_location_, 1, &color_weights[1][0]); |
| gl_->Uniform4fv(rgb_to_plane2_location_, 1, &color_weights[2][0]); |
| } |
| } |
| } |
| |
| } // namespace viz |