// 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 "content/common/gpu/client/gl_helper_scaling.h" #include #include #include #include #include "base/bind.h" #include "base/lazy_instance.h" #include "base/logging.h" #include "base/macros.h" #include "base/memory/ref_counted.h" #include "base/message_loop/message_loop.h" #include "base/time/time.h" #include "base/trace_event/trace_event.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/size.h" using gpu::gles2::GLES2Interface; namespace content { 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 { public: ShaderProgram(GLES2Interface* gl, GLHelper* helper) : gl_(gl), helper_(helper), program_(gl_->CreateProgram()), position_location_(-1), texcoord_location_(-1), src_subrect_location_(-1), src_pixelsize_location_(-1), dst_pixelsize_location_(-1), scaling_vector_location_(-1), color_weights_location_(-1) {} // Compile shader program. void Setup(const GLchar* vertex_shader_text, const GLchar* fragment_shader_text); // UseProgram must be called with GL_TEXTURE_2D bound to the // source texture and GL_ARRAY_BUFFER bound to a vertex // attribute buffer. void UseProgram(const gfx::Size& src_size, const gfx::Rect& src_subrect, const gfx::Size& dst_size, bool scale_x, bool flip_y, GLfloat color_weights[4]); bool Initialized() const { return position_location_ != -1; } private: friend class base::RefCounted; ~ShaderProgram() { gl_->DeleteProgram(program_); } GLES2Interface* gl_; GLHelper* helper_; // 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 sub-rectangle in the program. GLint src_subrect_location_; // Location of size of source image in pixels. GLint src_pixelsize_location_; // Location of size of destination image in pixels. GLint dst_pixelsize_location_; // Location of vector for scaling direction. GLint scaling_vector_location_; // Location of color weights. GLint color_weights_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 GLHelperScaling::ShaderInterface { public: // |gl| and |copy_impl| are expected to live longer than this object. // |src_size| is the size of the input texture in pixels. // |dst_size| is the size of the output texutre in pixels. // |src_subrect| is the portion of the src to copy to the output texture. // If |scale_x| is true, we are scaling along the X axis, otherwise Y. // If we are scaling in both X and Y, |scale_x| is ignored. // If |vertically_flip_texture| is true, output will be upside-down. // If |swizzle| is true, RGBA will be transformed into BGRA. // |color_weights| are only used together with SHADER_PLANAR to specify // how to convert RGB colors into a single value. ScalerImpl(GLES2Interface* gl, GLHelperScaling* scaler_helper, const GLHelperScaling::ScalerStage& scaler_stage, ScalerImpl* subscaler, const float* color_weights) : gl_(gl), scaler_helper_(scaler_helper), spec_(scaler_stage), intermediate_texture_(0), dst_framebuffer_(gl), subscaler_(subscaler) { if (color_weights) { color_weights_[0] = color_weights[0]; color_weights_[1] = color_weights[1]; color_weights_[2] = color_weights[2]; color_weights_[3] = color_weights[3]; } else { color_weights_[0] = 0.0; color_weights_[1] = 0.0; color_weights_[2] = 0.0; color_weights_[3] = 0.0; } shader_program_ = scaler_helper_->GetShaderProgram(spec_.shader, spec_.swizzle); if (subscaler_) { intermediate_texture_ = 0u; gl_->GenTextures(1, &intermediate_texture_); ScopedTextureBinder texture_binder(gl_, intermediate_texture_); gl_->TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spec_.src_size.width(), spec_.src_size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } } ~ScalerImpl() override { if (intermediate_texture_) { gl_->DeleteTextures(1, &intermediate_texture_); } } // GLHelperShader::ShaderInterface implementation. void Execute(GLuint source_texture, const std::vector& dest_textures) override { if (subscaler_) { subscaler_->Scale(source_texture, intermediate_texture_); source_texture = intermediate_texture_; } ScopedFramebufferBinder framebuffer_binder( gl_, dst_framebuffer_); DCHECK_GT(dest_textures.size(), 0U); scoped_ptr buffers(new GLenum[dest_textures.size()]); for (size_t t = 0; t < dest_textures.size(); t++) { ScopedTextureBinder texture_binder(gl_, dest_textures[t]); gl_->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + t, GL_TEXTURE_2D, dest_textures[t], 0); buffers[t] = GL_COLOR_ATTACHMENT0 + t; } ScopedTextureBinder texture_binder(gl_, source_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); ScopedBufferBinder buffer_binder( gl_, scaler_helper_->vertex_attributes_buffer_); shader_program_->UseProgram(spec_.src_size, spec_.src_subrect, spec_.dst_size, spec_.scale_x, spec_.vertically_flip_texture, color_weights_); gl_->Viewport(0, 0, spec_.dst_size.width(), spec_.dst_size.height()); if (dest_textures.size() > 1) { DCHECK_LE(static_cast(dest_textures.size()), scaler_helper_->helper_->MaxDrawBuffers()); gl_->DrawBuffersEXT(dest_textures.size(), buffers.get()); } // Conduct texture mapping by drawing a quad composed of two triangles. gl_->DrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (dest_textures.size() > 1) { // Set the draw buffers back to not confuse others. gl_->DrawBuffersEXT(1, &buffers[0]); } } // GLHelper::ScalerInterface implementation. void Scale(GLuint source_texture, GLuint dest_texture) override { std::vector tmp(1); tmp[0] = dest_texture; Execute(source_texture, tmp); } const gfx::Size& SrcSize() override { if (subscaler_) { return subscaler_->SrcSize(); } return spec_.src_size; } const gfx::Rect& SrcSubrect() override { if (subscaler_) { return subscaler_->SrcSubrect(); } return spec_.src_subrect; } const gfx::Size& DstSize() override { return spec_.dst_size; } private: GLES2Interface* gl_; GLHelperScaling* scaler_helper_; GLHelperScaling::ScalerStage spec_; GLfloat color_weights_[4]; GLuint intermediate_texture_; scoped_refptr shader_program_; ScopedFramebuffer dst_framebuffer_; scoped_ptr subscaler_; }; GLHelperScaling::ScalerStage::ScalerStage(ShaderType shader_, gfx::Size src_size_, gfx::Rect src_subrect_, gfx::Size dst_size_, bool scale_x_, bool vertically_flip_texture_, bool swizzle_) : shader(shader_), src_size(src_size_), src_subrect(src_subrect_), dst_size(dst_size_), scale_x(scale_x_), vertically_flip_texture(vertically_flip_texture_), swizzle(swizzle_) {} // The important inputs for this function is |x_ops| and // |y_ops|. They represent scaling operations to be done // on an imag of size |src_size|. If |quality| is SCALER_QUALITY_BEST, // then we will interpret these scale operations literally and we'll // create one scaler stage for each ScaleOp. However, if |quality| // is SCALER_QUALITY_GOOD, then we can do a whole bunch of optimizations // by combining two or more ScaleOps in to a single scaler stage. // Normally we process ScaleOps from |y_ops| first and |x_ops| after // all |y_ops| are processed, but sometimes we can 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. void GLHelperScaling::ConvertScalerOpsToScalerStages( GLHelper::ScalerQuality quality, gfx::Size src_size, gfx::Rect src_subrect, const gfx::Size& dst_size, bool vertically_flip_texture, bool swizzle, std::deque* x_ops, std::deque* y_ops, std::vector* scaler_stages) { while (!x_ops->empty() || !y_ops->empty()) { gfx::Size intermediate_size = src_subrect.size(); std::deque* current_queue = NULL; 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().UpdateSize(&intermediate_size); 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().UpdateSize(&intermediate_size); current_queue->pop_front(); current_shader = SHADER_BILINEAR2; if (!current_queue->empty()) { // Combine three steps in the same dimension. current_queue->front().UpdateSize(&intermediate_size); 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(); 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().UpdateSize(&intermediate_size); x_ops->pop_front(); } } } scaler_stages->push_back(ScalerStage(current_shader, src_size, src_subrect, intermediate_size, scale_x, vertically_flip_texture, swizzle)); src_size = intermediate_size; src_subrect = gfx::Rect(intermediate_size); vertically_flip_texture = false; swizzle = false; } } void GLHelperScaling::ComputeScalerStages( GLHelper::ScalerQuality quality, const gfx::Size& src_size, const gfx::Rect& src_subrect, const gfx::Size& dst_size, bool vertically_flip_texture, bool swizzle, std::vector* scaler_stages) { if (quality == GLHelper::SCALER_QUALITY_FAST || src_subrect.size() == dst_size) { scaler_stages->push_back(ScalerStage(SHADER_BILINEAR, src_size, src_subrect, dst_size, false, vertically_flip_texture, swizzle)); return; } std::deque x_ops, y_ops; GLHelperScaling::ScaleOp::AddOps(src_subrect.width(), dst_size.width(), true, quality == GLHelper::SCALER_QUALITY_GOOD, &x_ops); GLHelperScaling::ScaleOp::AddOps(src_subrect.height(), dst_size.height(), false, quality == GLHelper::SCALER_QUALITY_GOOD, &y_ops); ConvertScalerOpsToScalerStages(quality, src_size, src_subrect, dst_size, vertically_flip_texture, swizzle, &x_ops, &y_ops, scaler_stages); } GLHelper::ScalerInterface* GLHelperScaling::CreateScaler( GLHelper::ScalerQuality quality, gfx::Size src_size, gfx::Rect src_subrect, const gfx::Size& dst_size, bool vertically_flip_texture, bool swizzle) { std::vector scaler_stages; ComputeScalerStages(quality, src_size, src_subrect, dst_size, vertically_flip_texture, swizzle, &scaler_stages); ScalerImpl* ret = NULL; for (unsigned int i = 0; i < scaler_stages.size(); i++) { ret = new ScalerImpl(gl_, this, scaler_stages[i], ret, NULL); } return ret; } GLHelper::ScalerInterface* GLHelperScaling::CreatePlanarScaler( const gfx::Size& src_size, const gfx::Rect& src_subrect, const gfx::Size& dst_size, bool vertically_flip_texture, bool swizzle, const float color_weights[4]) { ScalerStage stage(SHADER_PLANAR, src_size, src_subrect, dst_size, true, vertically_flip_texture, swizzle); return new ScalerImpl(gl_, this, stage, NULL, color_weights); } GLHelperScaling::ShaderInterface* GLHelperScaling::CreateYuvMrtShader( const gfx::Size& src_size, const gfx::Rect& src_subrect, const gfx::Size& dst_size, bool vertically_flip_texture, bool swizzle, ShaderType shader) { DCHECK(shader == SHADER_YUV_MRT_PASS1 || shader == SHADER_YUV_MRT_PASS2); ScalerStage stage(shader, src_size, src_subrect, dst_size, true, vertically_flip_texture, swizzle); return new ScalerImpl(gl_, this, stage, NULL, NULL); } 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 buffer_binder(gl_, vertex_attributes_buffer_); gl_->BufferData(GL_ARRAY_BUFFER, sizeof(kVertexAttributes), kVertexAttributes, GL_STATIC_DRAW); } scoped_refptr GLHelperScaling::GetShaderProgram(ShaderType type, bool swizzle) { ShaderProgramKeyType key(type, swizzle); scoped_refptr& cache_entry(shader_programs_[key]); if (!cache_entry.get()) { cache_entry = new ShaderProgram(gl_, helper_); std::basic_string vertex_program; std::basic_string fragment_program; std::basic_string vertex_header; std::basic_string fragment_directives; std::basic_string fragment_header; std::basic_string shared_variables; vertex_header.append( "precision highp float;\n" "attribute vec2 a_position;\n" "attribute vec2 a_texcoord;\n" "uniform vec4 src_subrect;\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_subrect.xy + a_texcoord * src_subrect.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" "uniform vec2 dst_pixelsize;\n"); vertex_program.append( " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" " step /= 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" "uniform vec2 dst_pixelsize;\n"); vertex_program.append( " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" " step /= 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" "uniform vec2 dst_pixelsize;\n"); vertex_program.append( " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" " step /= 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 dst_pixelsize;\n"); vertex_program.append( " vec2 step = src_subrect.zw / 4.0 / dst_pixelsize;\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" "uniform vec2 src_pixelsize;\n"); vertex_program.append( " vec2 step = src_subrect.zw * scaling_vector / src_pixelsize;\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" "uniform vec2 dst_pixelsize;\n"); vertex_program.append( " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" " step /= 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 color_weights;\n"); fragment_program.append( " gl_FragColor = color_weights * 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" "uniform vec2 dst_pixelsize;\n"); vertex_program.append( " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" " step /= 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( "const vec3 kRGBtoY = vec3(0.257, 0.504, 0.098);\n" "const float kYBias = 0.0625;\n" // Divide U and V by two to compensate for averaging below. "const vec3 kRGBtoU = vec3(-0.148, -0.291, 0.439) / 2.0;\n" "const vec3 kRGBtoV = vec3(0.439, -0.368, -0.071) / 2.0;\n" "const float kUVBias = 0.5;\n"); fragment_program.append( " vec3 pixel1 = texture2D(s_texture, v_texcoords[0].xy).rgb;\n" " vec3 pixel2 = texture2D(s_texture, v_texcoords[0].zw).rgb;\n" " vec3 pixel3 = texture2D(s_texture, v_texcoords[1].xy).rgb;\n" " vec3 pixel4 = texture2D(s_texture, v_texcoords[1].zw).rgb;\n" " vec3 pixel12 = pixel1 + pixel2;\n" " vec3 pixel34 = pixel3 + pixel4;\n" " gl_FragData[0] = vec4(dot(pixel1, kRGBtoY),\n" " dot(pixel2, kRGBtoY),\n" " dot(pixel3, kRGBtoY),\n" " dot(pixel4, kRGBtoY)) + kYBias;\n" " gl_FragData[1] = vec4(dot(pixel12, kRGBtoU),\n" " dot(pixel34, kRGBtoU),\n" " dot(pixel12, kRGBtoV),\n" " dot(pixel34, kRGBtoV)) + kUVBias;\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" "uniform vec2 dst_pixelsize;\n"); vertex_program.append( " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n" " step /= 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; } void ShaderProgram::Setup(const GLchar* vertex_shader_text, const GLchar* fragment_shader_text) { // Shaders to map the source texture to |dst_texture_|. GLuint vertex_shader = helper_->CompileShaderFromSource(vertex_shader_text, GL_VERTEX_SHADER); if (vertex_shader == 0) return; gl_->AttachShader(program_, vertex_shader); gl_->DeleteShader(vertex_shader); GLuint fragment_shader = helper_->CompileShaderFromSource( 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_subrect_location_ = gl_->GetUniformLocation(program_, "src_subrect"); src_pixelsize_location_ = gl_->GetUniformLocation(program_, "src_pixelsize"); dst_pixelsize_location_ = gl_->GetUniformLocation(program_, "dst_pixelsize"); scaling_vector_location_ = gl_->GetUniformLocation(program_, "scaling_vector"); color_weights_location_ = gl_->GetUniformLocation(program_, "color_weights"); // 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_size, const gfx::Rect& src_subrect, const gfx::Size& dst_size, bool scale_x, bool flip_y, GLfloat color_weights[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] = { 0, reinterpret_cast(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_subrect| to texture coordinates. GLfloat src_subrect_texcoord[] = { static_cast(src_subrect.x()) / src_size.width(), static_cast(src_subrect.y()) / src_size.height(), static_cast(src_subrect.width()) / src_size.width(), static_cast(src_subrect.height()) / src_size.height(), }; if (flip_y) { src_subrect_texcoord[1] += src_subrect_texcoord[3]; src_subrect_texcoord[3] *= -1.0; } gl_->Uniform4fv(src_subrect_location_, 1, src_subrect_texcoord); gl_->Uniform2f(src_pixelsize_location_, src_size.width(), src_size.height()); gl_->Uniform2f(dst_pixelsize_location_, static_cast(dst_size.width()), static_cast(dst_size.height())); gl_->Uniform2f( scaling_vector_location_, scale_x ? 1.0 : 0.0, scale_x ? 0.0 : 1.0); gl_->Uniform4fv(color_weights_location_, 1, color_weights); } } // namespace content