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author | piman@google.com <piman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2011-08-29 21:47:45 +0000 |
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committer | piman@google.com <piman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2011-08-29 21:47:45 +0000 |
commit | e7f67c8405f8b5388852711e986e5e3a5bc8794d (patch) | |
tree | f4ae68f52ebf9e686917574d50ca635361ec12d0 /gpu/tools | |
parent | 137647655b62c63ec52e4789facb248af7ca4cce (diff) | |
download | chromium_src-e7f67c8405f8b5388852711e986e5e3a5bc8794d.zip chromium_src-e7f67c8405f8b5388852711e986e5e3a5bc8794d.tar.gz chromium_src-e7f67c8405f8b5388852711e986e5e3a5bc8794d.tar.bz2 |
Initial checkin of the compositor_model_bench tool
This tool simulates the GPU demands of Chromium's GPU-accelerated compositor. In
the current version, we simulate the performance of the existing forward
rendering model; coming changes will prototype a new model.
BUG=None
TEST=self
This is http://codereview.chromium.org/7718020/ with trivial fixes
Original change by Joshua Trask <joshtrask@google.com>
Review URL: http://codereview.chromium.org/7792002
Patch from Joshua Trask <joshtrask@google.com>.
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@98706 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'gpu/tools')
65 files changed, 2085 insertions, 0 deletions
diff --git a/gpu/tools/compositor_model_bench/compositor_model_bench.cc b/gpu/tools/compositor_model_bench/compositor_model_bench.cc new file mode 100644 index 0000000..12942b5 --- /dev/null +++ b/gpu/tools/compositor_model_bench/compositor_model_bench.cc @@ -0,0 +1,406 @@ +// 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. + +// This tool is used to benchmark the render model used by the compositor + +// Most of this file is derived from the source of the tile_render_bench tool, +// and has been changed to support running a sequence of independent +// simulations for our different render models and test cases. + +#include <stdio.h> +#include <sys/dir.h> +#include <sys/file.h> +#include <sys/stat.h> +#include <sys/types.h> +#include <X11/keysym.h> +#include <X11/Xlib.h> +#include <X11/Xutil.h> + +#include <queue> +#include <string> +#include <vector> + +#include "base/at_exit.h" +#include "base/basictypes.h" +#include "base/command_line.h" +#include "base/file_path.h" +#include "base/file_util.h" +#include "base/memory/scoped_ptr.h" +#include "base/message_loop.h" +#include "base/task.h" +#include "base/time.h" + +#include "gpu/tools/compositor_model_bench/render_model_utils.h" +#include "gpu/tools/compositor_model_bench/render_models.h" +#include "gpu/tools/compositor_model_bench/render_tree.h" + + +using base::TimeTicks; +using file_util::CloseFile; +using file_util::DirectoryExists; +using file_util::FileEnumerator; +using file_util::OpenFile; +using file_util::PathExists; +using std::queue; +using std::string; + +struct SimulationSpecification { + string simulation_name; + FilePath input_path; + RenderModel model_under_test; + TimeTicks simulation_start_time; + int frames_rendered; +}; + +// Forward declarations +class Simulator; +void _process_events(Simulator* sim); +void _update_loop(Simulator* sim); + +class Simulator { + public: + Simulator(int seconds_per_test, const FilePath& output_path) + : running_(false), + current_sim_(NULL), + output_path_(output_path), + seconds_per_test_(seconds_per_test), + ALLOW_THIS_IN_INITIALIZER_LIST(method_factory_(this)), + display_(NULL), + window_(0), + gl_context_(NULL), + window_width_(WINDOW_WIDTH), + window_height_(WINDOW_HEIGHT) { + } + + ~Simulator() { + // Cleanup GL. + glXMakeCurrent(display_, 0, NULL); + glXDestroyContext(display_, gl_context_); + + // Destroy window and display. + XDestroyWindow(display_, window_); + XCloseDisplay(display_); + } + + void QueueTest(const FilePath& path) { + SimulationSpecification spec; + + // To get a std::string, we'll try to get an ASCII simulation name. + // If the name of the file wasn't ASCII, this will give an empty simulation + // name, but that's not really harmful (we'll still warn about it though.) + spec.simulation_name = path.BaseName().RemoveExtension().MaybeAsASCII(); + if (spec.simulation_name == "") { + LOG(WARNING) << "Simulation for path " << path.LossyDisplayName() << + " will have a blank simulation name, since the file name isn't ASCII"; + } + spec.input_path = path; + spec.model_under_test = ForwardRenderModel; + spec.frames_rendered = 0; + + sims_remaining_.push(spec); + + // The following lines are commented out pending the addition + // of the new render model once this version gets fully checked in. + // + // spec.model_under_test = KDTreeRenderModel; + // sims_remaining_.push(spec); + } + + void Run() { + if (!sims_remaining_.size()) { + LOG(WARNING) << "No configuration files loaded."; + return; + } + + base::AtExitManager at_exit; + MessageLoop loop; + if (!InitX11() || !InitGLContext()) { + LOG(FATAL) << "Failed to set up GUI."; + } + + InitBuffers(); + + LOG(INFO) << "Running " << sims_remaining_.size() << " simulations."; + + loop.PostTask(FROM_HERE, + method_factory_.NewRunnableMethod(&Simulator::ProcessEvents)); + loop.Run(); + } + + void ProcessEvents() { + // Consume all the X events. + while (XPending(display_)) { + XEvent e; + XNextEvent(display_, &e); + switch (e.type) { + case Expose: + UpdateLoop(); + break; + case ConfigureNotify: + Resize(e.xconfigure.width, e.xconfigure.height); + break; + default: + break; + } + } + } + + void UpdateLoop() { + if (UpdateTestStatus()) + UpdateCurrentTest(); + } + + private: + // Initialize X11. Returns true if successful. This method creates the + // X11 window. Further initialization is done in X11VideoRenderer. + bool InitX11() { + display_ = XOpenDisplay(NULL); + if (!display_) { + LOG(FATAL) << "Cannot open display"; + return false; + } + + // Get properties of the screen. + int screen = DefaultScreen(display_); + int root_window = RootWindow(display_, screen); + + // Creates the window. + window_ = XCreateSimpleWindow(display_, + root_window, + 1, + 1, + window_width_, + window_height_, + 0, + BlackPixel(display_, screen), + BlackPixel(display_, screen)); + XStoreName(display_, window_, "Compositor Model Bench"); + + XSelectInput(display_, window_, + ExposureMask | KeyPressMask | StructureNotifyMask); + XMapWindow(display_, window_); + + XResizeWindow(display_, window_, WINDOW_WIDTH, WINDOW_HEIGHT); + + return true; + } + + // Initialize the OpenGL context. + bool InitGLContext() { + if (!InitializeGLBindings(gfx::kGLImplementationDesktopGL)) { + LOG(FATAL) << "InitializeGLBindings failed"; + return false; + } + + XWindowAttributes attributes; + XGetWindowAttributes(display_, window_, &attributes); + XVisualInfo visual_info_template; + visual_info_template.visualid = XVisualIDFromVisual(attributes.visual); + int visual_info_count = 0; + XVisualInfo* visual_info_list = XGetVisualInfo(display_, VisualIDMask, + &visual_info_template, + &visual_info_count); + + for (int i = 0; i < visual_info_count && !gl_context_; ++i) { + gl_context_ = glXCreateContext(display_, visual_info_list + i, 0, + True /* Direct rendering */); + } + + XFree(visual_info_list); + if (!gl_context_) { + return false; + } + + if (!glXMakeCurrent(display_, window_, gl_context_)) { + glXDestroyContext(display_, gl_context_); + gl_context_ = NULL; + return false; + } + + return true; + } + + bool InitializeNextTest() { + SimulationSpecification& spec = sims_remaining_.front(); + LOG(INFO) << "Initializing test for " << spec.simulation_name << + "(" << ModelToString(spec.model_under_test) << ")"; + const FilePath& path = spec.input_path; + + RenderNode* root = NULL; + if (!(root = BuildRenderTreeFromFile(path))) { + LOG(ERROR) << "Couldn't parse test configuration file " << + path.LossyDisplayName(); + return false; + } + + current_sim_ = ConstructSimulationModel(spec.model_under_test, + root, + window_width_, + window_height_); + if (!current_sim_) + return false; + + return true; + } + + void CleanupCurrentTest() { + LOG(INFO) << "Finished test " << sims_remaining_.front().simulation_name; + + delete current_sim_; + current_sim_ = NULL; + } + + void UpdateCurrentTest() { + ++sims_remaining_.front().frames_rendered; + + if (current_sim_) + current_sim_->Update(); + + glXSwapBuffers(display_, window_); + + XExposeEvent ev = { Expose, 0, 1, display_, window_, + 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, 0 }; + XSendEvent(display_, + window_, + False, + ExposureMask, + reinterpret_cast<XEvent*>(&ev)); + + MessageLoop::current()->PostTask( + FROM_HERE, + method_factory_.NewRunnableMethod(&Simulator::UpdateLoop)); + } + + void DumpOutput() { + LOG(INFO) << "Successfully ran " << sims_completed_.size() << " tests"; + + FILE* f = OpenFile(output_path_, "w"); + + if (!f) { + LOG(ERROR) << "Failed to open output file " << + output_path_.LossyDisplayName(); + exit(-1); + } + + LOG(INFO) << "Writing results to " << output_path_.LossyDisplayName(); + + fputs("{\n\t\"results\": [\n", f); + + while (sims_completed_.size()) { + SimulationSpecification i = sims_completed_.front(); + fprintf(f, + "\t\t{\"simulation_name\":\"%s\",\n" + "\t\t\t\"render_model\":\"%s\",\n" + "\t\t\t\"frames_drawn\":%d\n" + "\t\t},\n", + i.simulation_name.c_str(), + ModelToString(i.model_under_test), + i.frames_rendered); + sims_completed_.pop(); + } + + fputs("\t]\n}", f); + CloseFile(f); + } + + bool UpdateTestStatus() { + TimeTicks& current_start = sims_remaining_.front().simulation_start_time; + base::TimeDelta d = TimeTicks::Now() - current_start; + if (!current_start.is_null() && d.InSeconds() > seconds_per_test_) { + CleanupCurrentTest(); + sims_completed_.push(sims_remaining_.front()); + sims_remaining_.pop(); + } + + if (sims_remaining_.size() && + sims_remaining_.front().simulation_start_time.is_null()) { + while (sims_remaining_.size() && !InitializeNextTest()) { + sims_remaining_.pop(); + } + if (sims_remaining_.size()) { + sims_remaining_.front().simulation_start_time = TimeTicks::Now(); + } + } + + if (!sims_remaining_.size()) { + DumpOutput(); + MessageLoop::current()->Quit(); + return false; + } + + return true; + } + + void Resize(int width, int height) { + window_width_ = width; + window_height_ = height; + if (current_sim_) + current_sim_->Resize(window_width_, window_height_); + } + + // Simulation task list for this execution + bool running_; + RenderModelSimulator* current_sim_; + queue<SimulationSpecification> sims_remaining_; + queue<SimulationSpecification> sims_completed_; + FilePath output_path_; + // Amount of time to run each simulation + int seconds_per_test_; + // GUI data + ScopedRunnableMethodFactory<Simulator> method_factory_; + Display* display_; + Window window_; + GLXContext gl_context_; + int window_width_; + int window_height_; +}; + +int main(int argc, char* argv[]) { + CommandLine::Init(argc, argv); + const CommandLine* cl = CommandLine::ForCurrentProcess(); + + if (argc != 3 && argc != 4) { + LOG(INFO) << "Usage: \n" << + cl->GetProgram().BaseName().LossyDisplayName() << + "--in=[input path] --out=[output path] (duration=[seconds])\n" + "The input path specifies either a JSON configuration file or\n" + "a directory containing only these files\n" + "(if a directory is specified, simulations will be run for\n" + "all files in that directory and subdirectories)\n" + "The optional duration parameter specifies the (integer)\n" + "number of seconds to be spent on each simulation.\n" + "Performance measurements for the specified simulation(s) are\n" + "written to the output path."; + return -1; + } + + int seconds_per_test = 1; + if (cl->HasSwitch("duration")) { + seconds_per_test = atoi(cl->GetSwitchValueASCII("duration").c_str()); + } + + Simulator sim(seconds_per_test, cl->GetSwitchValuePath("out")); + FilePath inPath = cl->GetSwitchValuePath("in"); + + if (!PathExists(inPath)) { + LOG(FATAL) << "Path does not exist: " << inPath.LossyDisplayName(); + return -1; + } + + if (DirectoryExists(inPath)) { + LOG(INFO) << "(input path is a directory)"; + FileEnumerator dirItr(inPath, true, FileEnumerator::FILES); + for (FilePath f = dirItr.Next(); !f.empty(); f = dirItr.Next()) { + sim.QueueTest(f); + } + } else { + LOG(INFO) << "(input path is a file)"; + sim.QueueTest(inPath); + } + + sim.Run(); + + return 0; +} + diff --git a/gpu/tools/compositor_model_bench/forward_render_model.cc b/gpu/tools/compositor_model_bench/forward_render_model.cc new file mode 100644 index 0000000..a7098b9 --- /dev/null +++ b/gpu/tools/compositor_model_bench/forward_render_model.cc @@ -0,0 +1,70 @@ +// 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/forward_render_model.h" + +#include <cstdlib> +#include <vector> + +#include "gpu/tools/compositor_model_bench/render_model_utils.h" + +using std::vector; + +class ForwardRenderNodeVisitor : public RenderNodeVisitor { + public: + ForwardRenderNodeVisitor() {} + + virtual void BeginVisitRenderNode(RenderNode* v) OVERRIDE { + NOTREACHED(); + } + + virtual void BeginVisitCCNode(CCNode* v) OVERRIDE { + if (!v->drawsContent()) + return; + ConfigAndActivateShaderForNode(v); + DrawQuad(v->width(), v->height()); + } + + virtual void BeginVisitContentLayerNode(ContentLayerNode* l) OVERRIDE { + if (!l->drawsContent()) + return; + ConfigAndActivateShaderForTiling(l); + // Now that we capture root layer tiles, a layer without tiles + // should not get drawn. + for (size_t n = 0; n < l->num_tiles(); ++n) { + const Tile* i = l->tile(n); + DrawTileQuad(i->texID, i->x, i->y); + } + } +}; + +ForwardRenderSimulator::ForwardRenderSimulator(RenderNode* root, + int window_width, + int window_height) + : RenderModelSimulator(root) { + textures_.reset(new TextureGenerator(root)); + visitor_.reset(new ForwardRenderNodeVisitor()); + glViewport(0, 0, window_width, window_height); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +} + +ForwardRenderSimulator::~ForwardRenderSimulator() OVERRIDE { +} + +void ForwardRenderSimulator::Update() OVERRIDE { + glClearColor(0, 0, 1, 1); + glColorMask(true, true, true, true); + glClear(GL_COLOR_BUFFER_BIT); + glColorMask(true, true, true, false); + BeginFrame(); + root_->Accept(visitor_.get()); +} + +void ForwardRenderSimulator::Resize(int width, int height) OVERRIDE { + glViewport(0, 0, width, height); +} + diff --git a/gpu/tools/compositor_model_bench/forward_render_model.h b/gpu/tools/compositor_model_bench/forward_render_model.h new file mode 100644 index 0000000..76590fe --- /dev/null +++ b/gpu/tools/compositor_model_bench/forward_render_model.h @@ -0,0 +1,34 @@ +// 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. + +// A render model simulator for the original model used in Chromium. + +#ifndef GPU_TOOLS_COMPOSITOR_MODEL_BENCH_FORWARD_RENDER_MODEL_H_ +#define GPU_TOOLS_COMPOSITOR_MODEL_BENCH_FORWARD_RENDER_MODEL_H_ + +#include "base/basictypes.h" +#include "base/memory/scoped_ptr.h" +#include "gpu/tools/compositor_model_bench/render_model_utils.h" +#include "gpu/tools/compositor_model_bench/render_models.h" + +class ForwardRenderNodeVisitor; + +class ForwardRenderSimulator : public RenderModelSimulator { + public: + explicit ForwardRenderSimulator(RenderNode* root, + int window_width, + int window_height); + virtual ~ForwardRenderSimulator() OVERRIDE; + virtual void Update() OVERRIDE; + virtual void Resize(int width, int height) OVERRIDE; + + private: + scoped_ptr<ForwardRenderNodeVisitor> visitor_; + scoped_ptr<TextureGenerator> textures_; + + DISALLOW_IMPLICIT_CONSTRUCTORS(ForwardRenderSimulator); +}; + +#endif // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_FORWARD_RENDER_MODEL_H_ + diff --git a/gpu/tools/compositor_model_bench/measuring_confs/YT0.txt.json b/gpu/tools/compositor_model_bench/measuring_confs/YT0.txt.json new file mode 100644 index 0000000..2ec423f --- /dev/null +++ b/gpu/tools/compositor_model_bench/measuring_confs/YT0.txt.json @@ -0,0 +1 @@ +{"drawsContent": false, "width": 0, "skipsDraw": false, "layerID": 8, "children": [{"drawsContent": true, "width": 1594, "tiles": {"info": [{"y": 0, "x": 0, "texID": 10}, {"y": 0, "x": 1, "texID": 24}, {"y": 0, "x": 2, "texID": 28}, {"y": 0, "x": 3, "texID": 25}, {"y": 0, "x": 4, "texID": 15}, {"y": 0, "x": 5, "texID": 3}, {"y": 0, "x": 6, "texID": 6}, {"y": 1, "x": 0, "texID": 20}, {"y": 1, "x": 1, "texID": 21}, {"y": 1, "x": 2, "texID": 5}, {"y": 1, "x": 3, "texID": 13}, {"y": 1, "x": 4, "texID": 9}, {"y": 1, "x": 5, "texID": 11}, {"y": 1, "x": 6, "texID": 18}, {"y": 2, "x": 0, 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\ No newline at end of file diff --git a/gpu/tools/compositor_model_bench/render_model_utils.cc b/gpu/tools/compositor_model_bench/render_model_utils.cc new file mode 100644 index 0000000..a27d59f6 --- /dev/null +++ b/gpu/tools/compositor_model_bench/render_model_utils.cc @@ -0,0 +1,176 @@ +// 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. + +// Whole-tree processing that's likely to be helpful in multiple render models. + +#include "gpu/tools/compositor_model_bench/render_model_utils.h" + +#include <cstdlib> +#include <map> +#include <set> +#include <vector> + +#include "base/logging.h" + +TextureGenerator::TextureGenerator(RenderNode* root) + : stage_(DiscoveryStage), + tex_ids_(NULL), + image_data_(NULL), + images_generated_(0) { + DiscoverInputIDs(root); + GenerateGLTexIDs(); + AssignIDMapping(); + WriteOutNewIDs(root); + AllocateImageArray(); + BuildTextureImages(root); +} + +TextureGenerator::~TextureGenerator() OVERRIDE { + if (tex_ids_.get()) { + glDeleteTextures(discovered_ids_.size(), tex_ids_.get()); + } +} + +void TextureGenerator::BeginVisitRenderNode(RenderNode* node) OVERRIDE { + for (size_t n = 0; n < node->num_tiles(); ++n) { + Tile* i = node->tile(n); + HandleTexture(&i->texID, + node->tile_width(), + node->tile_height(), + GL_RGBA); + } +} + +void TextureGenerator::BeginVisitCCNode(CCNode* node) OVERRIDE { + for (size_t n = 0; n < node->num_textures(); ++n) { + Texture* i = node->texture(n); + HandleTexture(&i->texID, i->width, i->height, i->format); + } + BeginVisitRenderNode(node); +} + +void TextureGenerator::DiscoverInputIDs(RenderNode* root) { + // Pass 1: see which texture ID's have been used. + stage_ = DiscoveryStage; + root->Accept(this); +} + +void TextureGenerator::GenerateGLTexIDs() { + int numTextures = discovered_ids_.size(); + tex_ids_.reset(new GLuint[numTextures]); + glGenTextures(numTextures, tex_ids_.get()); +} + +void TextureGenerator::AssignIDMapping() { + // In the original version of this code the assigned ID's were not + // GL tex ID's, but newly generated consecutive ID's that indexed + // into an array of GL tex ID's. There's no need for this and now + // I'm instead generating the GL tex ID's upfront and assigning + // *those* in the remapping -- this more accurately reflects the + // behavior in Chromium, and it also takes out some design + // complexity that came from the extra layer of indirection. + // HOWEVER -- when I was assigning my own ID's before, I did some + // clever tricks to make sure the assignation was idempotent. + // Instead of going to even more clever lengths to preserve that + // property, I now just assume that the visitor will encounter each + // node (and consequently each texture) exactly once during a + // traversal of the tree -- this shouldn't be a hard guarantee + // to make. + int j = 0; + typedef std::set<int>::iterator id_itr; + for (id_itr i = discovered_ids_.begin(); + i != discovered_ids_.end(); + ++i, ++j) { + remapped_ids_[*i] = tex_ids_[j]; + } +} + +void TextureGenerator::WriteOutNewIDs(RenderNode* root) { + // Pass 2: write the new texture ID's back into the texture objects. + stage_ = RemappingStage; + root->Accept(this); +} + +void TextureGenerator::AllocateImageArray() { + image_data_.reset(new ImagePtr[discovered_ids_.size()]); + images_generated_ = 0; +} + +void TextureGenerator::BuildTextureImages(RenderNode* root) { + // Pass 3: use the texture metadata to generate images for the + // textures, and set up the textures for use by OpenGL. This + // doesn't *have* to be a separate pass (it could be rolled + // into pass 2) but I think this is more clear and performance + // shouldn't be bad. + stage_ = ImageGenerationStage; + root->Accept(this); +} + +void TextureGenerator::HandleTexture(int* texID, + int width, + int height, + GLenum format) { + if (*texID == -1) + return; // -1 means it's not a real texture. + switch (stage_) { + case DiscoveryStage: + discovered_ids_.insert(*texID); + break; + case RemappingStage: + *texID = remapped_ids_[*texID]; + break; + case ImageGenerationStage: + // Only handle this one if we haven't already built a + // texture for its ID. + if (ids_for_completed_textures_.count(*texID)) + return; + GenerateImageForTexture(*texID, width, height, format); + ids_for_completed_textures_.insert(*texID); + break; + } +} + +void TextureGenerator::GenerateImageForTexture(int texID, + int width, + int height, + GLenum format) { + int bytes_per_pixel = FormatBytesPerPixel(format); + DCHECK_LE(bytes_per_pixel, 4); + int imgID = images_generated_++; + image_data_[imgID].reset(new uint8[width*height*bytes_per_pixel]); + // Pick random colors to use for this texture. + uint8 random_color[4]; + for (int c = 0; c < 4; ++c) { + random_color[c] = std::rand() % 255; + } + // Create the image from those colors. + for (int x = 0; x < width; ++x) { + for (int y = 0; y < height; ++y) { + int pix_addr = (y * width + x) * bytes_per_pixel; + for (int c = 0; c < bytes_per_pixel; ++c) { + bool on = ((x/8) + (y/8)) % 2; + uint8 v = on ? random_color[c] : ~random_color[c]; + (image_data_[imgID])[pix_addr + c] = v; + } + if (bytes_per_pixel == 4) { // Randomize alpha. + image_data_[imgID][pix_addr + 3] = std::rand() % 255; + } + } + } + // Set up GL texture. + glBindTexture(GL_TEXTURE_2D, texID); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glPixelStorei(GL_PACK_ALIGNMENT, 1); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, + 0, + format, + width, height, + 0, + format, + GL_UNSIGNED_BYTE, + image_data_[imgID].get()); +} + diff --git a/gpu/tools/compositor_model_bench/render_model_utils.h b/gpu/tools/compositor_model_bench/render_model_utils.h new file mode 100644 index 0000000..8880b42 --- /dev/null +++ b/gpu/tools/compositor_model_bench/render_model_utils.h @@ -0,0 +1,62 @@ +// 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. + +// Whole-tree processing that's likely to be helpful in multiple render models. + +#ifndef GPU_TOOLS_COMPOSITOR_MODEL_BENCH_RENDER_MODEL_UTILS_H_ +#define GPU_TOOLS_COMPOSITOR_MODEL_BENCH_RENDER_MODEL_UTILS_H_ + +#include <map> +#include <set> +#include <vector> + +#include "base/compiler_specific.h" +#include "base/memory/scoped_ptr.h" +#include "gpu/tools/compositor_model_bench/render_tree.h" + +// This is a visitor that runs over the tree structure that was built from the +// configuration file. It creates OpenGL textures (random checkerboards) that +// match the specifications of the original textures and overwrites the old +// texture ID's in the tree, replacing them with the matching new textures. +class TextureGenerator : public RenderNodeVisitor { + public: + typedef scoped_array<uint8> ImagePtr; + typedef std::vector<Tile>::iterator tile_iter; + + explicit TextureGenerator(RenderNode* root); + virtual ~TextureGenerator() OVERRIDE; + + // RenderNodeVisitor functions look for textures and pass them + // off to HandleTexture (which behaves appropriately depending + // on which pass we are in.) + virtual void BeginVisitRenderNode(RenderNode* node) OVERRIDE; + virtual void BeginVisitCCNode(CCNode* node) OVERRIDE; + + private: + enum TextureGenStage { + DiscoveryStage, + RemappingStage, + ImageGenerationStage + }; + + void DiscoverInputIDs(RenderNode* root); + void GenerateGLTexIDs(); + void AssignIDMapping(); + void WriteOutNewIDs(RenderNode* root); + void AllocateImageArray(); + void BuildTextureImages(RenderNode* root); + void HandleTexture(int* texID, int width, int height, GLenum format); + void GenerateImageForTexture(int texID, int width, int height, GLenum format); + + TextureGenStage stage_; + std::set<int> discovered_ids_; + scoped_array<GLuint> tex_ids_; + std::map<int, int> remapped_ids_; + scoped_array<ImagePtr> image_data_; + int images_generated_; + std::set<int> ids_for_completed_textures_; +}; + +#endif // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_RENDER_MODEL_UTILS_H_ + diff --git a/gpu/tools/compositor_model_bench/render_models.cc b/gpu/tools/compositor_model_bench/render_models.cc new file mode 100644 index 0000000..bbbfac6 --- /dev/null +++ b/gpu/tools/compositor_model_bench/render_models.cc @@ -0,0 +1,41 @@ +// 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/render_models.h" + +#include <string> + +#include "gpu/tools/compositor_model_bench/forward_render_model.h" + +const char* ModelToString(RenderModel m) { + switch (m) { + case ForwardRenderModel: + return "Forward Rendering"; + default: + return "(unknown render model name)"; + } +} + +RenderModelSimulator::RenderModelSimulator(RenderNode* root) : root_(root) { +} + +RenderModelSimulator::~RenderModelSimulator() { +} + +RenderModelSimulator* ConstructSimulationModel(RenderModel model, + RenderNode* render_tree_root, + int window_width, + int window_height) { + switch (model) { + case ForwardRenderModel: + return new ForwardRenderSimulator(render_tree_root, + window_width, + window_height); + default: + LOG(ERROR) << "Unrecognized render model. " + "If we know its name, then it's..." << ModelToString(model); + return 0; + } +} + diff --git a/gpu/tools/compositor_model_bench/render_models.h b/gpu/tools/compositor_model_bench/render_models.h new file mode 100644 index 0000000..9da592b --- /dev/null +++ b/gpu/tools/compositor_model_bench/render_models.h @@ -0,0 +1,42 @@ +// 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. + +// Define the interface for a generic simulation, and a factory method for +// instantiating different models. + +#ifndef GPU_TOOLS_COMPOSITOR_MODEL_BENCH_RENDER_MODELS_H_ +#define GPU_TOOLS_COMPOSITOR_MODEL_BENCH_RENDER_MODELS_H_ + +#include "gpu/tools/compositor_model_bench/render_tree.h" + +#include "base/basictypes.h" +#include "base/memory/scoped_ptr.h" + +enum RenderModel { + ForwardRenderModel +}; + +const char* ModelToString(RenderModel m); + +class RenderModelSimulator { + public: + virtual ~RenderModelSimulator(); + virtual void Update() = 0; + virtual void Resize(int width, int height) = 0; + + protected: + explicit RenderModelSimulator(RenderNode* root); + scoped_ptr<RenderNode> root_; + + private: + DISALLOW_IMPLICIT_CONSTRUCTORS(RenderModelSimulator); +}; + +RenderModelSimulator* ConstructSimulationModel(RenderModel model, + RenderNode* render_tree_root, + int window_width, + int window_height); + +#endif // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_RENDER_MODELS_H_ + diff --git a/gpu/tools/compositor_model_bench/render_tree.cc b/gpu/tools/compositor_model_bench/render_tree.cc new file mode 100644 index 0000000..48e7355 --- /dev/null +++ b/gpu/tools/compositor_model_bench/render_tree.cc @@ -0,0 +1,442 @@ +// 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/render_tree.h" + +#include <sstream> +#include <vector> + +#include "base/file_path.h" +#include "base/file_util.h" +#include "base/json/json_reader.h" +#include "base/json/json_writer.h" +#include "base/logging.h" +#include "base/memory/scoped_ptr.h" +#include "base/values.h" + +#include "gpu/tools/compositor_model_bench/shaders.h" + +using base::JSONReader; +using base::JSONWriter; +using base::Value; +using file_util::ReadFileToString; +using std::string; +using std::vector; + +GLenum TextureFormatFromString(std::string format) { + if (format == "RGBA") + return GL_RGBA; + if (format == "RGB") + return GL_RGB; + if (format == "LUMINANCE") + return GL_LUMINANCE; + return GL_INVALID_ENUM; +} + +const char* TextureFormatName(GLenum format) { + switch (format) { + case GL_RGBA: + return "RGBA"; + case GL_RGB: + return "RGB"; + case GL_LUMINANCE: + return "LUMINANCE"; + default: + return "(unknown format)"; + } +} + +int FormatBytesPerPixel(GLenum format) { + switch (format) { + case GL_RGBA: + return 4; + case GL_RGB: + return 3; + case GL_LUMINANCE: + return 1; + default: + return 0; + } +} + +void RenderNode::Accept(RenderNodeVisitor* v) { + v->BeginVisitRenderNode(this); + v->EndVisitRenderNode(this); +} + +void ContentLayerNode::Accept(RenderNodeVisitor* v) { + v->BeginVisitContentLayerNode(this); + typedef vector<RenderNode*>::iterator node_itr; + for (node_itr i = children_.begin(); i != children_.end(); ++i) { + (*i)->Accept(v); + } + v->EndVisitContentLayerNode(this); +} + +void CCNode::Accept(RenderNodeVisitor* v) { + v->BeginVisitCCNode(this); + v->EndVisitCCNode(this); +} + +RenderNode* InterpretNode(DictionaryValue* node); + +std::string ValueTypeAsString(Value::Type type) { + switch (type) { + case Value::TYPE_NULL: + return "NULL"; + case Value::TYPE_BOOLEAN: + return "BOOLEAN"; + case Value::TYPE_INTEGER: + return "INTEGER"; + case Value::TYPE_DOUBLE: + return "DOUBLE"; + case Value::TYPE_STRING: + return "STRING"; + case Value::TYPE_BINARY: + return "BINARY"; + case Value::TYPE_DICTIONARY: + return "DICTIONARY"; + case Value::TYPE_LIST: + return "LIST"; + default: + return "(UNKNOWN TYPE)"; + } +} + +// Makes sure that the key exists and has the type we expect. +bool VerifyDictionaryEntry(DictionaryValue* node, + const std::string& key, + Value::Type type) { + if (!node->HasKey(key)) { + LOG(ERROR) << "Missing value for key: " << key; + return false; + } + + Value* child; + node->Get(key, &child); + if (!child->IsType(type)) { + LOG(ERROR) << key << " did not have the expected type " + "(expected " << ValueTypeAsString(type) << ")"; + return false; + } + + return true; +} + +// Makes sure that the list entry has the type we expect. +bool VerifyListEntry(ListValue* l, + int idx, + Value::Type type, + const char* listName = 0) { + // Assume the idx is valid (since we'll be able to generate a better + // error message for this elsewhere.) + Value* el; + l->Get(idx, &el); + if (!el->IsType(type)) { + LOG(ERROR) << (listName ? listName : "List") << "element " << idx << + " did not have the expected type (expected " << + ValueTypeAsString(type) << ")\n"; + return false; + } + + return true; +} + +bool InterpretCommonContents(DictionaryValue* node, RenderNode* c) { + if (!VerifyDictionaryEntry(node, "layerID", Value::TYPE_INTEGER) || + !VerifyDictionaryEntry(node, "width", Value::TYPE_INTEGER) || + !VerifyDictionaryEntry(node, "height", Value::TYPE_INTEGER) || + !VerifyDictionaryEntry(node, "drawsContent", Value::TYPE_BOOLEAN) || + !VerifyDictionaryEntry(node, "targetSurfaceID", Value::TYPE_INTEGER) || + !VerifyDictionaryEntry(node, "transform", Value::TYPE_LIST) + ) { + return false; + } + + int layerID; + node->GetInteger("layerID", &layerID); + c->set_layerID(layerID); + int width; + node->GetInteger("width", &width); + c->set_width(width); + int height; + node->GetInteger("height", &height); + c->set_height(height); + bool drawsContent; + node->GetBoolean("drawsContent", &drawsContent); + c->set_drawsContent(drawsContent); + int targetSurface; + node->GetInteger("targetSurfaceID", &targetSurface); + c->set_targetSurface(targetSurface); + + ListValue* transform; + node->GetList("transform", &transform); + if (transform->GetSize() != 16) { + LOG(ERROR) << "4x4 transform matrix did not have 16 elements"; + return false; + } + float transform_mat[16]; + for (int i = 0; i < 16; ++i) { + if (!VerifyListEntry(transform, i, Value::TYPE_DOUBLE, "Transform")) + return false; + double el; + transform->GetDouble(i, &el); + transform_mat[i] = el; + } + c->set_transform(transform_mat); + + if (node->HasKey("tiles")) { + if (!VerifyDictionaryEntry(node, "tiles", Value::TYPE_DICTIONARY)) + return false; + DictionaryValue* tiles_dict; + node->GetDictionary("tiles", &tiles_dict); + if (!VerifyDictionaryEntry(tiles_dict, "dim", Value::TYPE_LIST)) + return false; + ListValue* dim; + tiles_dict->GetList("dim", &dim); + if (!VerifyListEntry(dim, 0, Value::TYPE_INTEGER, "Tile dimension") || + !VerifyListEntry(dim, 1, Value::TYPE_INTEGER, "Tile dimension")) { + return false; + } + int tile_width; + dim->GetInteger(0, &tile_width); + c->set_tile_width(tile_width); + int tile_height; + dim->GetInteger(1, &tile_height); + c->set_tile_height(tile_height); + + if (!VerifyDictionaryEntry(tiles_dict, "info", Value::TYPE_LIST)) + return false; + ListValue* tiles; + tiles_dict->GetList("info", &tiles); + for (unsigned int i = 0; i < tiles->GetSize(); ++i) { + if (!VerifyListEntry(tiles, i, Value::TYPE_DICTIONARY, "Tile info")) + return false; + DictionaryValue* tdict; + tiles->GetDictionary(i, &tdict); + + if (!VerifyDictionaryEntry(tdict, "x", Value::TYPE_INTEGER) || + !VerifyDictionaryEntry(tdict, "y", Value::TYPE_INTEGER)) { + return false; + } + Tile t; + tdict->GetInteger("x", &t.x); + tdict->GetInteger("y", &t.y); + if (tdict->HasKey("texID")) { + if (!VerifyDictionaryEntry(tdict, "texID", Value::TYPE_INTEGER)) + return false; + tdict->GetInteger("texID", &t.texID); + } else { + t.texID = -1; + } + c->add_tile(t); + } + } + return true; +} + +bool InterpretCCData(DictionaryValue* node, CCNode* c) { + if (!VerifyDictionaryEntry(node, "vertex_shader", Value::TYPE_STRING) || + !VerifyDictionaryEntry(node, "fragment_shader", Value::TYPE_STRING) || + !VerifyDictionaryEntry(node, "textures", Value::TYPE_LIST)) { + return false; + } + string vertex_shader_name, fragment_shader_name; + node->GetString("vertex_shader", &vertex_shader_name); + node->GetString("fragment_shader", &fragment_shader_name); + + c->set_vertex_shader(ShaderIDFromString(vertex_shader_name)); + c->set_fragment_shader(ShaderIDFromString(fragment_shader_name)); + ListValue* textures; + node->GetList("textures", &textures); + for (unsigned int i = 0; i < textures->GetSize(); ++i) { + if (!VerifyListEntry(textures, i, Value::TYPE_DICTIONARY, "Tex list")) + return false; + DictionaryValue* tex; + textures->GetDictionary(i, &tex); + + if (!VerifyDictionaryEntry(tex, "texID", Value::TYPE_INTEGER) || + !VerifyDictionaryEntry(tex, "height", Value::TYPE_INTEGER) || + !VerifyDictionaryEntry(tex, "width", Value::TYPE_INTEGER) || + !VerifyDictionaryEntry(tex, "format", Value::TYPE_STRING)) { + return false; + } + Texture t; + tex->GetInteger("texID", &t.texID); + tex->GetInteger("height", &t.height); + tex->GetInteger("width", &t.width); + + string formatName; + tex->GetString("format", &formatName); + t.format = TextureFormatFromString(formatName); + if (t.format == GL_INVALID_ENUM) { + LOG(ERROR) << "Unrecognized texture format in layer " << c->layerID() << + " (format: " << formatName << ")\n" + "The layer had " << textures->GetSize() << " children."; + return false; + } + + c->add_texture(t); + } + + if (c->vertex_shader() == SHADER_UNRECOGNIZED) { + LOG(ERROR) << "Unrecognized vertex shader name, layer " << c->layerID() << + " (shader: " << vertex_shader_name << ")"; + return false; + } + + if (c->fragment_shader() == SHADER_UNRECOGNIZED) { + LOG(ERROR) << "Unrecognized fragment shader name, layer " << c->layerID() << + " (shader: " << fragment_shader_name << ")"; + return false; + } + + return true; +} + +RenderNode* InterpretContentLayer(DictionaryValue* node) { + ContentLayerNode* n = new ContentLayerNode; + if (!InterpretCommonContents(node, n)) + return NULL; + + if (!VerifyDictionaryEntry(node, "type", Value::TYPE_STRING) || + !VerifyDictionaryEntry(node, "skipsDraw", Value::TYPE_BOOLEAN) || + !VerifyDictionaryEntry(node, "children", Value::TYPE_LIST)) { + return false; + } + + string type; + node->GetString("type", &type); + DCHECK_EQ(type, "ContentLayer"); + bool skipsDraw; + node->GetBoolean("skipsDraw", &skipsDraw); + n->set_skipsDraw(skipsDraw); + + ListValue* children; + node->GetList("children", &children); + for (unsigned int i = 0; i < children->GetSize(); ++i) { + DictionaryValue* childNode; + children->GetDictionary(i, &childNode); + RenderNode* child = InterpretNode(childNode); + if (child) + n->add_child(child); + } + + return n; +} + +RenderNode* InterpretCanvasLayer(DictionaryValue* node) { + CCNode* n = new CCNode; + if (!InterpretCommonContents(node, n)) + return NULL; + + if (!VerifyDictionaryEntry(node, "type", Value::TYPE_STRING)) { + return NULL; + } + + string type; + node->GetString("type", &type); + assert(type == "CanvasLayer"); + + if (!InterpretCCData(node, n)) + return NULL; + + return n; +} + +RenderNode* InterpretVideoLayer(DictionaryValue* node) { + CCNode* n = new CCNode; + if (!InterpretCommonContents(node, n)) + return NULL; + + if (!VerifyDictionaryEntry(node, "type", Value::TYPE_STRING)) { + return NULL; + } + + string type; + node->GetString("type", &type); + assert(type == "VideoLayer"); + + if (!InterpretCCData(node, n)) + return NULL; + + return n; +} + +RenderNode* InterpretImageLayer(DictionaryValue* node) { + CCNode* n = new CCNode; + if (!InterpretCommonContents(node, n)) + return NULL; + + if (!VerifyDictionaryEntry(node, "type", Value::TYPE_STRING)) { + return NULL; + } + + string type; + node->GetString("type", &type); + assert(type == "ImageLayer"); + + if (!InterpretCCData(node, n)) + return NULL; + + return n; +} + +RenderNode* InterpretNode(DictionaryValue* node) { + if (!VerifyDictionaryEntry(node, "type", Value::TYPE_STRING)) { + return NULL; + } + + string type; + node->GetString("type", &type); + if (type == "ContentLayer") + return InterpretContentLayer(node); + if (type == "CanvasLayer") + return InterpretCanvasLayer(node); + if (type == "VideoLayer") + return InterpretVideoLayer(node); + if (type == "ImageLayer") + return InterpretImageLayer(node); + + + string outjson; + JSONWriter::Write(node, true, &outjson); + LOG(ERROR) << "Unrecognized node type! JSON:\n\n" + "-----------------------\n" << + outjson << + "-----------------------"; + + return NULL; +} + +RenderNode* BuildRenderTreeFromFile(const FilePath& path) { + LOG(INFO) << "Reading " << path.LossyDisplayName(); + string contents; + if (!ReadFileToString(path, &contents)) + return NULL; + + scoped_ptr<Value> root; + int error_code = 0; + string error_message; + root.reset(JSONReader::ReadAndReturnError(contents, + true, + &error_code, + &error_message)); + if (!root.get()) { + LOG(ERROR) << "Failed to parse JSON file " << path.LossyDisplayName() << + "\n(" << error_message << ")"; + return NULL; + } + + if (root->IsType(Value::TYPE_DICTIONARY)) { + DictionaryValue* v = static_cast<DictionaryValue*>(root.get()); + RenderNode* tree = InterpretContentLayer(v); + return tree; + } else { + LOG(ERROR) << path.LossyDisplayName() << + " doesn not encode a JSON dictionary."; + return NULL; + } +} + diff --git a/gpu/tools/compositor_model_bench/render_tree.h b/gpu/tools/compositor_model_bench/render_tree.h new file mode 100644 index 0000000..7a4cb7c --- /dev/null +++ b/gpu/tools/compositor_model_bench/render_tree.h @@ -0,0 +1,218 @@ +// 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. + +// Data structures for representing parts of Chromium's composited layer tree +// and a function to load it from the JSON configuration file + +#ifndef GPU_TOOLS_COMPOSITOR_MODEL_BENCH_RENDER_TREE_H_ +#define GPU_TOOLS_COMPOSITOR_MODEL_BENCH_RENDER_TREE_H_ + +#include <string> +#include <vector> + +#include "base/compiler_specific.h" +#include "base/memory/scoped_vector.h" +#include "gpu/tools/compositor_model_bench/shaders.h" +#include "ui/gfx/gl/gl_bindings.h" +#include "ui/gfx/gl/gl_implementation.h" + +// These are fairly arbitrary values based on how big my actual browser +// window was. +const int WINDOW_WIDTH = 1609; +const int WINDOW_HEIGHT = 993; + +struct Tile { + int x; + int y; + int texID; +}; + +struct Texture { + int texID; + int height; + int width; + GLenum format; +}; + +GLenum TextureFormatFromString(std::string format); +const char* TextureFormatName(GLenum format); +int FormatBytesPerPixel(GLenum format); + +struct RenderNodeVisitor; + +class RenderNode { + public: + RenderNode() {} + virtual ~RenderNode() {} + virtual void Accept(RenderNodeVisitor* v); + + int layerID() { + return layerID_; + } + + void set_layerID(int id) { + layerID_ = id; + } + + int width() { + return width_; + } + + void set_width(int width) { + width_ = width; + } + + int height() { + return height_; + } + + void set_height(int height) { + height_ = height; + } + + bool drawsContent() { + return drawsContent_; + } + + void set_drawsContent(bool draws) { + drawsContent_ = draws; + } + + void set_targetSurface(int surface) { + targetSurface_ = surface; + } + + float* transform() { + return transform_; + } + + void set_transform(float* mat) { + memcpy(reinterpret_cast<void*>(transform_), + reinterpret_cast<void*>(mat), + 16 * sizeof(transform_[0])); + } + + void add_tile(Tile t) { + tiles_.push_back(t); + } + + size_t num_tiles() { + return tiles_.size(); + } + + Tile* tile(size_t index) { + return &tiles_[index]; + } + + int tile_width() { + return tile_width_; + } + + void set_tile_width(int width) { + tile_width_ = width; + } + + int tile_height() { + return tile_height_; + } + + void set_tile_height(int height) { + tile_height_ = height; + } + + private: + int layerID_; + int width_; + int height_; + bool drawsContent_; + int targetSurface_; + float transform_[16]; + std::vector<Tile> tiles_; + int tile_width_; + int tile_height_; +}; + +class ContentLayerNode : public RenderNode { + public: + ContentLayerNode() {} + virtual void Accept(RenderNodeVisitor* v) OVERRIDE; + + void set_skipsDraw(bool skips) { + skipsDraw_ = skips; + } + + void add_child(RenderNode* child) { + children_.push_back(child); + } + + private: + ScopedVector<RenderNode> children_; + bool skipsDraw_; +}; + +class CCNode : public RenderNode { + public: + CCNode() {} + + virtual void Accept(RenderNodeVisitor* v) OVERRIDE; + + ShaderID vertex_shader() { + return vertex_shader_; + } + + void set_vertex_shader(ShaderID shader) { + vertex_shader_ = shader; + } + + ShaderID fragment_shader() { + return fragment_shader_; + } + + void set_fragment_shader(ShaderID shader) { + fragment_shader_ = shader; + } + + void add_texture(Texture t) { + textures_.push_back(t); + } + + size_t num_textures() { + return textures_.size(); + } + + Texture* texture(size_t index) { + return &textures_[index]; + } + + private: + ShaderID vertex_shader_; + ShaderID fragment_shader_; + std::vector<Texture> textures_; +}; + +class RenderNodeVisitor { + public: + virtual ~RenderNodeVisitor() {} + + virtual void BeginVisitRenderNode(RenderNode* v) = 0; + virtual void BeginVisitContentLayerNode(ContentLayerNode* v) { + this->BeginVisitRenderNode(v); + } + virtual void BeginVisitCCNode(CCNode* v) { + this->BeginVisitRenderNode(v); + } + + virtual void EndVisitRenderNode(RenderNode* v) {} + virtual void EndVisitContentLayerNode(ContentLayerNode* v) { + this->EndVisitRenderNode(v); + } + virtual void EndVisitCCNode(CCNode* v) { + this->EndVisitRenderNode(v); + } +}; + +RenderNode* BuildRenderTreeFromFile(const FilePath& path); + +#endif // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_RENDER_TREE_H_ + diff --git a/gpu/tools/compositor_model_bench/shaders.cc b/gpu/tools/compositor_model_bench/shaders.cc new file mode 100644 index 0000000..5b8c63b --- /dev/null +++ b/gpu/tools/compositor_model_bench/shaders.cc @@ -0,0 +1,450 @@ +// 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 <algorithm> + +#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(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); + }); + break; + 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; + }); + break; + 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; + }); + break; + 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; + }); + break; + 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; + }); + break; + 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; + }); + break; + 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); + scoped_array<GLchar> log(new GLchar[length+1]); + glGetShaderInfoLog(shader, length, NULL, 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); +} + diff --git a/gpu/tools/compositor_model_bench/shaders.h b/gpu/tools/compositor_model_bench/shaders.h new file mode 100644 index 0000000..184fb80 --- /dev/null +++ b/gpu/tools/compositor_model_bench/shaders.h @@ -0,0 +1,54 @@ +// 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. + +// Shaders from Chromium and an interface for setting them up + +#ifndef GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_ +#define GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_ + +#include <string> + +// Forward declarations. +struct CCNode; +struct ContentLayerNode; +class TextureBuilder; + +typedef unsigned int GLuint; + +enum ShaderID { + SHADER_UNRECOGNIZED = 0, + VERTEX_SHADER_POS_TEX_YUV_STRETCH, + VERTEX_SHADER_POS_TEX, + VERTEX_SHADER_POS_TEX_TRANSFORM, + FRAGMENT_SHADER_YUV_VIDEO, + FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA, + FRAGMENT_SHADER_RGBA_TEX_ALPHA, + SHADER_ID_MAX +}; + +ShaderID ShaderIDFromString(std::string name); +std::string ShaderNameFromID(ShaderID id); + +void ConfigAndActivateShaderForNode(CCNode* n); + +// Call once to set up the parameters for an entire tiled layer, then use +// DrawTileQuad for each tile to be drawn. +void ConfigAndActivateShaderForTiling(ContentLayerNode* n); + +// One-off function to set up global VBO's that will be used every time +// we want to draw a quad. +void InitBuffers(); + +// Per-frame initialization of the VBO's (to replicate behavior in Chrome.) +void BeginFrame(); + +// Draw the quad in those VBO's. +void DrawQuad(float width, float height); + +// Draw the quad in those VBO's for an individual tile within a tiled layer. +// x and y give the 2D index of the tile. +void DrawTileQuad(GLuint texID, int x, int y); + +#endif // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_ + diff --git a/gpu/tools/tools.gyp b/gpu/tools/tools.gyp new file mode 100644 index 0000000..0f1a9d2 --- /dev/null +++ b/gpu/tools/tools.gyp @@ -0,0 +1,37 @@ +# 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. + +{ + 'variables': { + 'chromium_code': 1, + }, + 'targets': [ + ], + 'conditions': [ + ['OS == "linux" and target_arch != "arm"', { + 'targets': [ + { + 'target_name': 'compositor_model_bench', + 'type': 'executable', + 'dependencies': [ + '../../base/base.gyp:base', + '../../ui/gfx/gl/gl.gyp:gl', + ], + 'libraries': [ + '-lGL', + '-ldl', + ], + 'sources': [ + 'compositor_model_bench/compositor_model_bench.cc', + 'compositor_model_bench/render_tree.cc', + 'compositor_model_bench/shaders.cc', + 'compositor_model_bench/render_models.cc', + 'compositor_model_bench/render_model_utils.cc', + 'compositor_model_bench/forward_render_model.cc', + ], + }, + ], + }], + ], +} |