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      1 // Copyright (c) 2013 The Chromium Authors. All rights reserved.
      2 // Use of this source code is governed by a BSD-style license that can be
      3 // found in the LICENSE file.
      4 
      5 #include "content/browser/renderer_host/compositing_iosurface_shader_programs_mac.h"
      6 
      7 #include <string>
      8 #include <OpenGL/gl.h>
      9 
     10 #include "base/basictypes.h"
     11 #include "base/debug/trace_event.h"
     12 #include "base/logging.h"
     13 #include "base/memory/scoped_ptr.h"
     14 #include "base/values.h"
     15 #include "content/browser/gpu/gpu_data_manager_impl.h"
     16 #include "gpu/config/gpu_driver_bug_workaround_type.h"
     17 
     18 namespace content {
     19 
     20 namespace {
     21 
     22 // Convenience macro allowing GLSL programs to be specified inline, and to be
     23 // automatically converted into string form by the C preprocessor.
     24 #define GLSL_PROGRAM_AS_STRING(shader_code) #shader_code
     25 
     26 // As required by the spec, add the version directive to the beginning of each
     27 // program to activate the expected syntax and built-in features.  GLSL version
     28 // 1.2 is the latest version supported by MacOS 10.6.
     29 const char kVersionDirective[] = "#version 120\n";
     30 
     31 // Allow switchable output swizzling from RGBToYV12 fragment shaders (needed for
     32 // workaround; see comments in CompositingIOSurfaceShaderPrograms ctor).
     33 const char kOutputSwizzleMacroNormal[] = "#define OUTPUT_PIXEL_ORDERING bgra\n";
     34 const char kOutputSwizzleMacroSwapRB[] = "#define OUTPUT_PIXEL_ORDERING rgba\n";
     35 
     36 // Only the bare-bones calculations here for speed.
     37 const char kvsBlit[] = GLSL_PROGRAM_AS_STRING(
     38     varying vec2 texture_coord;
     39     void main() {
     40       gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
     41       texture_coord = gl_MultiTexCoord0.xy;
     42     }
     43 );
     44 
     45 // Just samples the texture.
     46 const char kfsBlit[] = GLSL_PROGRAM_AS_STRING(
     47     uniform sampler2DRect texture_;
     48     varying vec2 texture_coord;
     49     void main() {
     50       gl_FragColor = vec4(texture2DRect(texture_, texture_coord).rgb, 1.0);
     51     }
     52 );
     53 
     54 
     55 // Only calculates position.
     56 const char kvsSolidWhite[] = GLSL_PROGRAM_AS_STRING(
     57     void main() {
     58       gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
     59     }
     60 );
     61 
     62 // Always white.
     63 const char kfsSolidWhite[] = GLSL_PROGRAM_AS_STRING(
     64     void main() {
     65       gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
     66     }
     67 );
     68 
     69 
     70 ///////////////////////////////////////////////////////////////////////
     71 // RGB24 to YV12 in two passes; writing two 8888 targets each pass.
     72 //
     73 // YV12 is full-resolution luma and half-resolution blue/red chroma.
     74 //
     75 //                  (original)
     76 //    XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
     77 //    XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
     78 //    XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
     79 //    XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
     80 //    XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
     81 //    XRGB XRGB XRGB XRGB XRGB XRGB XRGB XRGB
     82 //      |
     83 //      |      (y plane)    (temporary)
     84 //      |      YYYY YYYY     UUVV UUVV
     85 //      +--> { YYYY YYYY  +  UUVV UUVV }
     86 //             YYYY YYYY     UUVV UUVV
     87 //   First     YYYY YYYY     UUVV UUVV
     88 //    pass     YYYY YYYY     UUVV UUVV
     89 //             YYYY YYYY     UUVV UUVV
     90 //                              |
     91 //                              |  (u plane) (v plane)
     92 //   Second                     |      UUUU   VVVV
     93 //     pass                     +--> { UUUU + VVVV }
     94 //                                     UUUU   VVVV
     95 //
     96 ///////////////////////////////////////////////////////////////////////
     97 
     98 // Phase one of RGB24->YV12 conversion: vsFetch4Pixels/fsConvertRGBtoY8UV44
     99 //
    100 // Writes four source pixels at a time to a full-size Y plane and a half-width
    101 // interleaved UV plane.  After execution, the Y plane is complete but the UV
    102 // planes still need to be de-interleaved and vertically scaled.
    103 const char kRGBtoYV12_vsFetch4Pixels[] = GLSL_PROGRAM_AS_STRING(
    104     uniform float texel_scale_x_;
    105     varying vec2 texture_coord0;
    106     varying vec2 texture_coord1;
    107     varying vec2 texture_coord2;
    108     varying vec2 texture_coord3;
    109     void main() {
    110       gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    111 
    112       vec2 texcoord_base = gl_MultiTexCoord0.xy;
    113       vec2 one_texel_x = vec2(texel_scale_x_, 0.0);
    114       texture_coord0 = texcoord_base - 1.5 * one_texel_x;
    115       texture_coord1 = texcoord_base - 0.5 * one_texel_x;
    116       texture_coord2 = texcoord_base + 0.5 * one_texel_x;
    117       texture_coord3 = texcoord_base + 1.5 * one_texel_x;
    118     }
    119 );
    120 
    121 const char kRGBtoYV12_fsConvertRGBtoY8UV44[] = GLSL_PROGRAM_AS_STRING(
    122     const vec3 rgb_to_y = vec3(0.257, 0.504, 0.098);
    123     const vec3 rgb_to_u = vec3(-0.148, -0.291, 0.439);
    124     const vec3 rgb_to_v = vec3(0.439, -0.368, -0.071);
    125     const float y_bias = 0.0625;
    126     const float uv_bias = 0.5;
    127     uniform sampler2DRect texture_;
    128     varying vec2 texture_coord0;
    129     varying vec2 texture_coord1;
    130     varying vec2 texture_coord2;
    131     varying vec2 texture_coord3;
    132     void main() {
    133       // Load the four texture samples.
    134       vec3 pixel0 = texture2DRect(texture_, texture_coord0).rgb;
    135       vec3 pixel1 = texture2DRect(texture_, texture_coord1).rgb;
    136       vec3 pixel2 = texture2DRect(texture_, texture_coord2).rgb;
    137       vec3 pixel3 = texture2DRect(texture_, texture_coord3).rgb;
    138 
    139       // RGB -> Y conversion (x4).
    140       vec4 yyyy = vec4(dot(pixel0, rgb_to_y),
    141                        dot(pixel1, rgb_to_y),
    142                        dot(pixel2, rgb_to_y),
    143                        dot(pixel3, rgb_to_y)) + y_bias;
    144 
    145       // Average adjacent texture samples while converting RGB->UV.  This is the
    146       // same as color converting then averaging, but slightly less math.  These
    147       // values will be in the range [-0.439f, +0.439f] and still need to have
    148       // the bias term applied.
    149       vec3 blended_pixel0 = pixel0 + pixel1;
    150       vec3 blended_pixel1 = pixel2 + pixel3;
    151       vec2 uu = vec2(dot(blended_pixel0, rgb_to_u),
    152                      dot(blended_pixel1, rgb_to_u)) / 2.0;
    153       vec2 vv = vec2(dot(blended_pixel0, rgb_to_v),
    154                      dot(blended_pixel1, rgb_to_v)) / 2.0;
    155 
    156       gl_FragData[0] = yyyy.OUTPUT_PIXEL_ORDERING;
    157       gl_FragData[1] = vec4(uu, vv) + uv_bias;
    158     }
    159 );
    160 
    161 // Phase two of RGB24->YV12 conversion: vsFetch2Pixels/fsConvertUV44toU2V2
    162 //
    163 // Deals with UV only.  Input is two UUVV quads.  The pixels have already been
    164 // scaled horizontally prior to this point, and vertical scaling will now happen
    165 // via bilinear interpolation during texture sampling.  Output is two color
    166 // planes U and V, packed four pixels to a "RGBA" quad.
    167 const char kRGBtoYV12_vsFetch2Pixels[] = GLSL_PROGRAM_AS_STRING(
    168     varying vec2 texture_coord0;
    169     varying vec2 texture_coord1;
    170     void main() {
    171       gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    172 
    173       vec2 texcoord_base = gl_MultiTexCoord0.xy;
    174       texture_coord0 = texcoord_base - vec2(0.5, 0.0);
    175       texture_coord1 = texcoord_base + vec2(0.5, 0.0);
    176     }
    177 );
    178 
    179 const char kRGBtoYV12_fsConvertUV44toU2V2[] = GLSL_PROGRAM_AS_STRING(
    180     uniform sampler2DRect texture_;
    181     varying vec2 texture_coord0;
    182     varying vec2 texture_coord1;
    183     void main() {
    184       // We're just sampling two pixels and unswizzling them.  There's no need
    185       // to do vertical scaling with math, since bilinear interpolation in the
    186       // sampler takes care of that.
    187       vec4 lo_uuvv = texture2DRect(texture_, texture_coord0);
    188       vec4 hi_uuvv = texture2DRect(texture_, texture_coord1);
    189       gl_FragData[0] = vec4(lo_uuvv.rg, hi_uuvv.rg).OUTPUT_PIXEL_ORDERING;
    190       gl_FragData[1] = vec4(lo_uuvv.ba, hi_uuvv.ba).OUTPUT_PIXEL_ORDERING;
    191     }
    192 );
    193 
    194 
    195 enum ShaderProgram {
    196   SHADER_PROGRAM_BLIT = 0,
    197   SHADER_PROGRAM_SOLID_WHITE,
    198   SHADER_PROGRAM_RGB_TO_YV12__1_OF_2,
    199   SHADER_PROGRAM_RGB_TO_YV12__2_OF_2,
    200   NUM_SHADER_PROGRAMS
    201 };
    202 
    203 // The code snippets that together make up an entire vertex shader program.
    204 const char* kVertexShaderSourceCodeMap[] = {
    205   // SHADER_PROGRAM_BLIT
    206   kvsBlit,
    207   // SHADER_PROGRAM_SOLID_WHITE
    208   kvsSolidWhite,
    209 
    210   // SHADER_PROGRAM_RGB_TO_YV12__1_OF_2
    211   kRGBtoYV12_vsFetch4Pixels,
    212   // SHADER_PROGRAM_RGB_TO_YV12__2_OF_2
    213   kRGBtoYV12_vsFetch2Pixels,
    214 };
    215 
    216 // The code snippets that together make up an entire fragment shader program.
    217 const char* kFragmentShaderSourceCodeMap[] = {
    218   // SHADER_PROGRAM_BLIT
    219   kfsBlit,
    220   // SHADER_PROGRAM_SOLID_WHITE
    221   kfsSolidWhite,
    222 
    223   // SHADER_PROGRAM_RGB_TO_YV12__1_OF_2
    224   kRGBtoYV12_fsConvertRGBtoY8UV44,
    225   // SHADER_PROGRAM_RGB_TO_YV12__2_OF_2
    226   kRGBtoYV12_fsConvertUV44toU2V2,
    227 };
    228 
    229 GLuint CompileShaderGLSL(ShaderProgram shader_program, GLenum shader_type,
    230                          bool output_swap_rb) {
    231   TRACE_EVENT2("gpu", "CompileShaderGLSL",
    232                "program", shader_program,
    233                "type", shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment");
    234 
    235   DCHECK_GE(shader_program, 0);
    236   DCHECK_LT(shader_program, NUM_SHADER_PROGRAMS);
    237 
    238   const GLuint shader = glCreateShader(shader_type);
    239   DCHECK_NE(shader, 0u);
    240 
    241   // Select and compile the shader program source code.
    242   if (shader_type == GL_VERTEX_SHADER) {
    243     const GLchar* source_snippets[] = {
    244       kVersionDirective,
    245       kVertexShaderSourceCodeMap[shader_program],
    246     };
    247     glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL);
    248   } else {
    249     DCHECK(shader_type == GL_FRAGMENT_SHADER);
    250     const GLchar* source_snippets[] = {
    251       kVersionDirective,
    252       output_swap_rb ? kOutputSwizzleMacroSwapRB : kOutputSwizzleMacroNormal,
    253       kFragmentShaderSourceCodeMap[shader_program],
    254     };
    255     glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL);
    256   }
    257   glCompileShader(shader);
    258 
    259   // Check for successful compilation.  On error in debug builds, pull the info
    260   // log and emit the compiler messages.
    261   GLint error;
    262   glGetShaderiv(shader, GL_COMPILE_STATUS, &error);
    263   if (error != GL_TRUE) {
    264 #ifndef NDEBUG
    265     static const int kMaxInfoLogLength = 8192;
    266     scoped_ptr<char[]> buffer(new char[kMaxInfoLogLength]);
    267     GLsizei length_returned = 0;
    268     glGetShaderInfoLog(shader, kMaxInfoLogLength - 1, &length_returned,
    269                        buffer.get());
    270     buffer[kMaxInfoLogLength - 1] = '\0';
    271     DLOG(ERROR) << "Failed to compile "
    272                 << (shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment")
    273                 << " shader for program " << shader_program << ":\n"
    274                 << buffer.get()
    275                 << (length_returned >= kMaxInfoLogLength ?
    276                         "\n*** TRUNCATED! ***" : "");
    277 #endif
    278     glDeleteShader(shader);
    279     return 0;
    280   }
    281 
    282   // Success!
    283   return shader;
    284 }
    285 
    286 GLuint CompileAndLinkProgram(ShaderProgram which, bool output_swap_rb) {
    287   TRACE_EVENT1("gpu", "CompileAndLinkProgram", "program", which);
    288 
    289   // Compile and link a new shader program.
    290   const GLuint vertex_shader =
    291       CompileShaderGLSL(which, GL_VERTEX_SHADER, false);
    292   const GLuint fragment_shader =
    293       CompileShaderGLSL(which, GL_FRAGMENT_SHADER, output_swap_rb);
    294   const GLuint program = glCreateProgram();
    295   DCHECK_NE(program, 0u);
    296   glAttachShader(program, vertex_shader);
    297   glAttachShader(program, fragment_shader);
    298   glLinkProgram(program);
    299 
    300   // Flag shaders for deletion so that they will be deleted automatically when
    301   // the program is later deleted.
    302   glDeleteShader(vertex_shader);
    303   glDeleteShader(fragment_shader);
    304 
    305   // Check that the program successfully linked.
    306   GLint error = GL_FALSE;
    307   glGetProgramiv(program, GL_LINK_STATUS, &error);
    308   if (error != GL_TRUE) {
    309     glDeleteProgram(program);
    310     return 0;
    311   }
    312   return program;
    313 }
    314 
    315 }  // namespace
    316 
    317 
    318 CompositingIOSurfaceShaderPrograms::CompositingIOSurfaceShaderPrograms()
    319     : rgb_to_yv12_output_format_(GL_BGRA) {
    320   COMPILE_ASSERT(kNumShaderPrograms == NUM_SHADER_PROGRAMS,
    321                  header_constant_disagrees_with_enum);
    322   COMPILE_ASSERT(arraysize(kVertexShaderSourceCodeMap) == NUM_SHADER_PROGRAMS,
    323                  vertex_shader_source_code_map_incorrect_size);
    324   COMPILE_ASSERT(arraysize(kFragmentShaderSourceCodeMap) == NUM_SHADER_PROGRAMS,
    325                  fragment_shader_source_code_map_incorrect_size);
    326 
    327   memset(shader_programs_, 0, sizeof(shader_programs_));
    328   for (size_t i = 0; i < arraysize(texture_var_locations_); ++i)
    329     texture_var_locations_[i] = -1;
    330   for (size_t i = 0; i < arraysize(texel_scale_x_var_locations_); ++i)
    331     texel_scale_x_var_locations_[i] = -1;
    332 
    333   // Look for the swizzle_rgba_for_async_readpixels driver bug workaround and
    334   // modify rgb_to_yv12_output_format_ if necessary.
    335   // See: http://crbug.com/265115
    336   GpuDataManagerImpl* const manager = GpuDataManagerImpl::GetInstance();
    337   if (manager) {
    338     base::ListValue workarounds;
    339     manager->GetDriverBugWorkarounds(&workarounds);
    340     base::ListValue::const_iterator it = workarounds.Find(
    341         base::StringValue(gpu::GpuDriverBugWorkaroundTypeToString(
    342             gpu::SWIZZLE_RGBA_FOR_ASYNC_READPIXELS)));
    343     if (it != workarounds.end())
    344       rgb_to_yv12_output_format_ = GL_RGBA;
    345   }
    346   DVLOG(1) << "Using RGBToYV12 fragment shader output format: "
    347            << (rgb_to_yv12_output_format_ == GL_BGRA ? "BGRA" : "RGBA");
    348 }
    349 
    350 CompositingIOSurfaceShaderPrograms::~CompositingIOSurfaceShaderPrograms() {
    351 #ifndef NDEBUG
    352   for (size_t i = 0; i < arraysize(shader_programs_); ++i)
    353     DCHECK_EQ(shader_programs_[i], 0u) << "Failed to call Reset().";
    354 #endif
    355 }
    356 
    357 void CompositingIOSurfaceShaderPrograms::Reset() {
    358   for (size_t i = 0; i < arraysize(shader_programs_); ++i) {
    359     if (shader_programs_[i] != 0u) {
    360       glDeleteProgram(shader_programs_[i]);
    361       DCHECK(glGetError() == GL_NO_ERROR)
    362           << "when calling glDeleteProgram(shader_programs_[" << i << "])";
    363       shader_programs_[i] = 0u;
    364     }
    365   }
    366   for (size_t i = 0; i < arraysize(texture_var_locations_); ++i)
    367     texture_var_locations_[i] = -1;
    368   for (size_t i = 0; i < arraysize(texel_scale_x_var_locations_); ++i)
    369     texel_scale_x_var_locations_[i] = -1;
    370 }
    371 
    372 bool CompositingIOSurfaceShaderPrograms::UseBlitProgram() {
    373   const GLuint program = GetShaderProgram(SHADER_PROGRAM_BLIT);
    374   if (program == 0u)
    375     return false;
    376   glUseProgram(program);
    377   BindUniformTextureVariable(SHADER_PROGRAM_BLIT, 0);
    378   return true;
    379 }
    380 
    381 bool CompositingIOSurfaceShaderPrograms::UseSolidWhiteProgram() {
    382   const GLuint program = GetShaderProgram(SHADER_PROGRAM_SOLID_WHITE);
    383   if (program == 0u)
    384     return false;
    385   glUseProgram(program);
    386   return true;
    387 }
    388 
    389 bool CompositingIOSurfaceShaderPrograms::UseRGBToYV12Program(
    390     int pass_number, float texel_scale_x) {
    391   const int which = SHADER_PROGRAM_RGB_TO_YV12__1_OF_2 + pass_number - 1;
    392   DCHECK_GE(which, SHADER_PROGRAM_RGB_TO_YV12__1_OF_2);
    393   DCHECK_LE(which, SHADER_PROGRAM_RGB_TO_YV12__2_OF_2);
    394 
    395   const GLuint program = GetShaderProgram(which);
    396   if (program == 0u)
    397     return false;
    398   glUseProgram(program);
    399   BindUniformTextureVariable(which, 0);
    400   if (which == SHADER_PROGRAM_RGB_TO_YV12__1_OF_2) {
    401     BindUniformTexelScaleXVariable(which, texel_scale_x);
    402   } else {
    403     // The second pass doesn't have a texel_scale_x uniform variable since it's
    404     // never supposed to be doing any scaling (i.e., outside of the usual
    405     // 2x2-->1x1 that's already built into the process).
    406     DCHECK_EQ(texel_scale_x, 1.0f);
    407   }
    408   return true;
    409 }
    410 
    411 void CompositingIOSurfaceShaderPrograms::SetOutputFormatForTesting(
    412     GLenum format) {
    413   rgb_to_yv12_output_format_ = format;
    414   Reset();
    415 }
    416 
    417 GLuint CompositingIOSurfaceShaderPrograms::GetShaderProgram(int which) {
    418   if (shader_programs_[which] == 0u) {
    419     shader_programs_[which] =
    420         CompileAndLinkProgram(static_cast<ShaderProgram>(which),
    421                               rgb_to_yv12_output_format_ == GL_RGBA);
    422     DCHECK_NE(shader_programs_[which], 0u)
    423         << "Failed to create ShaderProgram " << which;
    424   }
    425   return shader_programs_[which];
    426 }
    427 
    428 void CompositingIOSurfaceShaderPrograms::BindUniformTextureVariable(
    429     int which, int texture_unit_offset) {
    430   if (texture_var_locations_[which] == -1) {
    431     texture_var_locations_[which] =
    432         glGetUniformLocation(GetShaderProgram(which), "texture_");
    433     DCHECK_NE(texture_var_locations_[which], -1)
    434         << "Failed to find location of uniform variable: texture_";
    435   }
    436   glUniform1i(texture_var_locations_[which], texture_unit_offset);
    437 }
    438 
    439 void CompositingIOSurfaceShaderPrograms::BindUniformTexelScaleXVariable(
    440     int which, float texel_scale_x) {
    441   if (texel_scale_x_var_locations_[which] == -1) {
    442     texel_scale_x_var_locations_[which] =
    443         glGetUniformLocation(GetShaderProgram(which), "texel_scale_x_");
    444     DCHECK_NE(texel_scale_x_var_locations_[which], -1)
    445         << "Failed to find location of uniform variable: texel_scale_x_";
    446   }
    447   glUniform1f(texel_scale_x_var_locations_[which], texel_scale_x);
    448 }
    449 
    450 }  // namespace content
    451