// Copyright (c) 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "content/browser/renderer_host/compositing_iosurface_shader_programs_mac.h" #include #include #include "base/basictypes.h" #include "base/debug/trace_event.h" #include "base/logging.h" #include "base/memory/scoped_ptr.h" #include "base/values.h" #include "content/browser/gpu/gpu_data_manager_impl.h" #include "gpu/config/gpu_driver_bug_workaround_type.h" namespace content { namespace { // Convenience macro allowing GLSL programs to be specified inline, and to be // automatically converted into string form by the C preprocessor. #define GLSL_PROGRAM_AS_STRING(shader_code) #shader_code // As required by the spec, add the version directive to the beginning of each // program to activate the expected syntax and built-in features. GLSL version // 1.2 is the latest version supported by MacOS 10.6. const char kVersionDirective[] = "#version 120\n"; // Allow switchable output swizzling from RGBToYV12 fragment shaders (needed for // workaround; see comments in CompositingIOSurfaceShaderPrograms ctor). const char kOutputSwizzleMacroNormal[] = "#define OUTPUT_PIXEL_ORDERING bgra\n"; const char kOutputSwizzleMacroSwapRB[] = "#define OUTPUT_PIXEL_ORDERING rgba\n"; // Only the bare-bones calculations here for speed. const char kvsBlit[] = GLSL_PROGRAM_AS_STRING( varying vec2 texture_coord; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; texture_coord = gl_MultiTexCoord0.xy; } ); // Just samples the texture. const char kfsBlit[] = GLSL_PROGRAM_AS_STRING( uniform sampler2DRect texture_; varying vec2 texture_coord; void main() { gl_FragColor = vec4(texture2DRect(texture_, texture_coord).rgb, 1.0); } ); // Only calculates position. const char kvsSolidWhite[] = GLSL_PROGRAM_AS_STRING( void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } ); // Always white. const char kfsSolidWhite[] = GLSL_PROGRAM_AS_STRING( void main() { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } ); /////////////////////////////////////////////////////////////////////// // RGB24 to YV12 in two passes; writing two 8888 targets each pass. // // YV12 is full-resolution luma and half-resolution blue/red chroma. // // (original) // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB // XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB // | // | (y plane) (temporary) // | YYYY YYYY UUVV UUVV // +--> { YYYY YYYY + UUVV UUVV } // YYYY YYYY UUVV UUVV // First YYYY YYYY UUVV UUVV // pass YYYY YYYY UUVV UUVV // YYYY YYYY UUVV UUVV // | // | (u plane) (v plane) // Second | UUUU VVVV // pass +--> { UUUU + VVVV } // UUUU VVVV // /////////////////////////////////////////////////////////////////////// // Phase one of RGB24->YV12 conversion: vsFetch4Pixels/fsConvertRGBtoY8UV44 // // Writes four source pixels at a time to a full-size Y plane and a half-width // interleaved UV plane. After execution, the Y plane is complete but the UV // planes still need to be de-interleaved and vertically scaled. const char kRGBtoYV12_vsFetch4Pixels[] = GLSL_PROGRAM_AS_STRING( uniform float texel_scale_x_; varying vec2 texture_coord0; varying vec2 texture_coord1; varying vec2 texture_coord2; varying vec2 texture_coord3; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; vec2 texcoord_base = gl_MultiTexCoord0.xy; vec2 one_texel_x = vec2(texel_scale_x_, 0.0); texture_coord0 = texcoord_base - 1.5 * one_texel_x; texture_coord1 = texcoord_base - 0.5 * one_texel_x; texture_coord2 = texcoord_base + 0.5 * one_texel_x; texture_coord3 = texcoord_base + 1.5 * one_texel_x; } ); const char kRGBtoYV12_fsConvertRGBtoY8UV44[] = GLSL_PROGRAM_AS_STRING( const vec3 rgb_to_y = vec3(0.257, 0.504, 0.098); const vec3 rgb_to_u = vec3(-0.148, -0.291, 0.439); const vec3 rgb_to_v = vec3(0.439, -0.368, -0.071); const float y_bias = 0.0625; const float uv_bias = 0.5; uniform sampler2DRect texture_; varying vec2 texture_coord0; varying vec2 texture_coord1; varying vec2 texture_coord2; varying vec2 texture_coord3; void main() { // Load the four texture samples. vec3 pixel0 = texture2DRect(texture_, texture_coord0).rgb; vec3 pixel1 = texture2DRect(texture_, texture_coord1).rgb; vec3 pixel2 = texture2DRect(texture_, texture_coord2).rgb; vec3 pixel3 = texture2DRect(texture_, texture_coord3).rgb; // RGB -> Y conversion (x4). vec4 yyyy = vec4(dot(pixel0, rgb_to_y), dot(pixel1, rgb_to_y), dot(pixel2, rgb_to_y), dot(pixel3, rgb_to_y)) + y_bias; // Average adjacent texture samples while converting RGB->UV. This is the // same as color converting then averaging, but slightly less math. These // values will be in the range [-0.439f, +0.439f] and still need to have // the bias term applied. vec3 blended_pixel0 = pixel0 + pixel1; vec3 blended_pixel1 = pixel2 + pixel3; vec2 uu = vec2(dot(blended_pixel0, rgb_to_u), dot(blended_pixel1, rgb_to_u)) / 2.0; vec2 vv = vec2(dot(blended_pixel0, rgb_to_v), dot(blended_pixel1, rgb_to_v)) / 2.0; gl_FragData[0] = yyyy.OUTPUT_PIXEL_ORDERING; gl_FragData[1] = vec4(uu, vv) + uv_bias; } ); // Phase two of RGB24->YV12 conversion: vsFetch2Pixels/fsConvertUV44toU2V2 // // Deals with UV only. Input is two UUVV quads. The pixels have already been // scaled horizontally prior to this point, and vertical scaling will now happen // via bilinear interpolation during texture sampling. Output is two color // planes U and V, packed four pixels to a "RGBA" quad. const char kRGBtoYV12_vsFetch2Pixels[] = GLSL_PROGRAM_AS_STRING( varying vec2 texture_coord0; varying vec2 texture_coord1; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; vec2 texcoord_base = gl_MultiTexCoord0.xy; texture_coord0 = texcoord_base - vec2(0.5, 0.0); texture_coord1 = texcoord_base + vec2(0.5, 0.0); } ); const char kRGBtoYV12_fsConvertUV44toU2V2[] = GLSL_PROGRAM_AS_STRING( uniform sampler2DRect texture_; varying vec2 texture_coord0; varying vec2 texture_coord1; void main() { // We're just sampling two pixels and unswizzling them. There's no need // to do vertical scaling with math, since bilinear interpolation in the // sampler takes care of that. vec4 lo_uuvv = texture2DRect(texture_, texture_coord0); vec4 hi_uuvv = texture2DRect(texture_, texture_coord1); gl_FragData[0] = vec4(lo_uuvv.rg, hi_uuvv.rg).OUTPUT_PIXEL_ORDERING; gl_FragData[1] = vec4(lo_uuvv.ba, hi_uuvv.ba).OUTPUT_PIXEL_ORDERING; } ); enum ShaderProgram { SHADER_PROGRAM_BLIT = 0, SHADER_PROGRAM_SOLID_WHITE, SHADER_PROGRAM_RGB_TO_YV12__1_OF_2, SHADER_PROGRAM_RGB_TO_YV12__2_OF_2, NUM_SHADER_PROGRAMS }; // The code snippets that together make up an entire vertex shader program. const char* kVertexShaderSourceCodeMap[] = { // SHADER_PROGRAM_BLIT kvsBlit, // SHADER_PROGRAM_SOLID_WHITE kvsSolidWhite, // SHADER_PROGRAM_RGB_TO_YV12__1_OF_2 kRGBtoYV12_vsFetch4Pixels, // SHADER_PROGRAM_RGB_TO_YV12__2_OF_2 kRGBtoYV12_vsFetch2Pixels, }; // The code snippets that together make up an entire fragment shader program. const char* kFragmentShaderSourceCodeMap[] = { // SHADER_PROGRAM_BLIT kfsBlit, // SHADER_PROGRAM_SOLID_WHITE kfsSolidWhite, // SHADER_PROGRAM_RGB_TO_YV12__1_OF_2 kRGBtoYV12_fsConvertRGBtoY8UV44, // SHADER_PROGRAM_RGB_TO_YV12__2_OF_2 kRGBtoYV12_fsConvertUV44toU2V2, }; GLuint CompileShaderGLSL(ShaderProgram shader_program, GLenum shader_type, bool output_swap_rb) { TRACE_EVENT2("gpu", "CompileShaderGLSL", "program", shader_program, "type", shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment"); DCHECK_GE(shader_program, 0); DCHECK_LT(shader_program, NUM_SHADER_PROGRAMS); const GLuint shader = glCreateShader(shader_type); DCHECK_NE(shader, 0u); // Select and compile the shader program source code. if (shader_type == GL_VERTEX_SHADER) { const GLchar* source_snippets[] = { kVersionDirective, kVertexShaderSourceCodeMap[shader_program], }; glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL); } else { DCHECK(shader_type == GL_FRAGMENT_SHADER); const GLchar* source_snippets[] = { kVersionDirective, output_swap_rb ? kOutputSwizzleMacroSwapRB : kOutputSwizzleMacroNormal, kFragmentShaderSourceCodeMap[shader_program], }; glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL); } glCompileShader(shader); // Check for successful compilation. On error in debug builds, pull the info // log and emit the compiler messages. GLint error; glGetShaderiv(shader, GL_COMPILE_STATUS, &error); if (error != GL_TRUE) { #ifndef NDEBUG static const int kMaxInfoLogLength = 8192; scoped_ptr buffer(new char[kMaxInfoLogLength]); GLsizei length_returned = 0; glGetShaderInfoLog(shader, kMaxInfoLogLength - 1, &length_returned, buffer.get()); buffer[kMaxInfoLogLength - 1] = '\0'; DLOG(ERROR) << "Failed to compile " << (shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader for program " << shader_program << ":\n" << buffer.get() << (length_returned >= kMaxInfoLogLength ? "\n*** TRUNCATED! ***" : ""); #endif glDeleteShader(shader); return 0; } // Success! return shader; } GLuint CompileAndLinkProgram(ShaderProgram which, bool output_swap_rb) { TRACE_EVENT1("gpu", "CompileAndLinkProgram", "program", which); // Compile and link a new shader program. const GLuint vertex_shader = CompileShaderGLSL(which, GL_VERTEX_SHADER, false); const GLuint fragment_shader = CompileShaderGLSL(which, GL_FRAGMENT_SHADER, output_swap_rb); const GLuint program = glCreateProgram(); DCHECK_NE(program, 0u); glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glLinkProgram(program); // Flag shaders for deletion so that they will be deleted automatically when // the program is later deleted. glDeleteShader(vertex_shader); glDeleteShader(fragment_shader); // Check that the program successfully linked. GLint error = GL_FALSE; glGetProgramiv(program, GL_LINK_STATUS, &error); if (error != GL_TRUE) { glDeleteProgram(program); return 0; } return program; } } // namespace CompositingIOSurfaceShaderPrograms::CompositingIOSurfaceShaderPrograms() : rgb_to_yv12_output_format_(GL_BGRA) { COMPILE_ASSERT(kNumShaderPrograms == NUM_SHADER_PROGRAMS, header_constant_disagrees_with_enum); COMPILE_ASSERT(arraysize(kVertexShaderSourceCodeMap) == NUM_SHADER_PROGRAMS, vertex_shader_source_code_map_incorrect_size); COMPILE_ASSERT(arraysize(kFragmentShaderSourceCodeMap) == NUM_SHADER_PROGRAMS, fragment_shader_source_code_map_incorrect_size); memset(shader_programs_, 0, sizeof(shader_programs_)); for (size_t i = 0; i < arraysize(texture_var_locations_); ++i) texture_var_locations_[i] = -1; for (size_t i = 0; i < arraysize(texel_scale_x_var_locations_); ++i) texel_scale_x_var_locations_[i] = -1; // Look for the swizzle_rgba_for_async_readpixels driver bug workaround and // modify rgb_to_yv12_output_format_ if necessary. // See: http://crbug.com/265115 GpuDataManagerImpl* const manager = GpuDataManagerImpl::GetInstance(); if (manager) { base::ListValue workarounds; manager->GetDriverBugWorkarounds(&workarounds); base::ListValue::const_iterator it = workarounds.Find( base::StringValue(gpu::GpuDriverBugWorkaroundTypeToString( gpu::SWIZZLE_RGBA_FOR_ASYNC_READPIXELS))); if (it != workarounds.end()) rgb_to_yv12_output_format_ = GL_RGBA; } DVLOG(1) << "Using RGBToYV12 fragment shader output format: " << (rgb_to_yv12_output_format_ == GL_BGRA ? "BGRA" : "RGBA"); } CompositingIOSurfaceShaderPrograms::~CompositingIOSurfaceShaderPrograms() { #ifndef NDEBUG for (size_t i = 0; i < arraysize(shader_programs_); ++i) DCHECK_EQ(shader_programs_[i], 0u) << "Failed to call Reset()."; #endif } void CompositingIOSurfaceShaderPrograms::Reset() { for (size_t i = 0; i < arraysize(shader_programs_); ++i) { if (shader_programs_[i] != 0u) { glDeleteProgram(shader_programs_[i]); shader_programs_[i] = 0u; } } for (size_t i = 0; i < arraysize(texture_var_locations_); ++i) texture_var_locations_[i] = -1; for (size_t i = 0; i < arraysize(texel_scale_x_var_locations_); ++i) texel_scale_x_var_locations_[i] = -1; } bool CompositingIOSurfaceShaderPrograms::UseBlitProgram() { const GLuint program = GetShaderProgram(SHADER_PROGRAM_BLIT); if (program == 0u) return false; glUseProgram(program); BindUniformTextureVariable(SHADER_PROGRAM_BLIT, 0); return true; } bool CompositingIOSurfaceShaderPrograms::UseSolidWhiteProgram() { const GLuint program = GetShaderProgram(SHADER_PROGRAM_SOLID_WHITE); if (program == 0u) return false; glUseProgram(program); return true; } bool CompositingIOSurfaceShaderPrograms::UseRGBToYV12Program( int pass_number, float texel_scale_x) { const int which = SHADER_PROGRAM_RGB_TO_YV12__1_OF_2 + pass_number - 1; DCHECK_GE(which, SHADER_PROGRAM_RGB_TO_YV12__1_OF_2); DCHECK_LE(which, SHADER_PROGRAM_RGB_TO_YV12__2_OF_2); const GLuint program = GetShaderProgram(which); if (program == 0u) return false; glUseProgram(program); BindUniformTextureVariable(which, 0); if (which == SHADER_PROGRAM_RGB_TO_YV12__1_OF_2) { BindUniformTexelScaleXVariable(which, texel_scale_x); } else { // The second pass doesn't have a texel_scale_x uniform variable since it's // never supposed to be doing any scaling (i.e., outside of the usual // 2x2-->1x1 that's already built into the process). DCHECK_EQ(texel_scale_x, 1.0f); } return true; } void CompositingIOSurfaceShaderPrograms::SetOutputFormatForTesting( GLenum format) { rgb_to_yv12_output_format_ = format; Reset(); } GLuint CompositingIOSurfaceShaderPrograms::GetShaderProgram(int which) { if (shader_programs_[which] == 0u) { shader_programs_[which] = CompileAndLinkProgram(static_cast(which), rgb_to_yv12_output_format_ == GL_RGBA); DCHECK_NE(shader_programs_[which], 0u) << "Failed to create ShaderProgram " << which; } return shader_programs_[which]; } void CompositingIOSurfaceShaderPrograms::BindUniformTextureVariable( int which, int texture_unit_offset) { if (texture_var_locations_[which] == -1) { texture_var_locations_[which] = glGetUniformLocation(GetShaderProgram(which), "texture_"); DCHECK_NE(texture_var_locations_[which], -1) << "Failed to find location of uniform variable: texture_"; } glUniform1i(texture_var_locations_[which], texture_unit_offset); } void CompositingIOSurfaceShaderPrograms::BindUniformTexelScaleXVariable( int which, float texel_scale_x) { if (texel_scale_x_var_locations_[which] == -1) { texel_scale_x_var_locations_[which] = glGetUniformLocation(GetShaderProgram(which), "texel_scale_x_"); DCHECK_NE(texel_scale_x_var_locations_[which], -1) << "Failed to find location of uniform variable: texel_scale_x_"; } glUniform1f(texel_scale_x_var_locations_[which], texel_scale_x); } } // namespace content