1 // Copyright (c) 2012 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.
5 #include "content/common/gpu/client/gl_helper_scaling.h"
11 #include "base/bind.h"
12 #include "base/debug/trace_event.h"
13 #include "base/lazy_instance.h"
14 #include "base/logging.h"
15 #include "base/memory/ref_counted.h"
16 #include "base/message_loop/message_loop.h"
17 #include "base/time/time.h"
18 #include "gpu/command_buffer/client/gles2_interface.h"
19 #include "third_party/skia/include/core/SkRegion.h"
20 #include "ui/gfx/rect.h"
21 #include "ui/gfx/size.h"
23 using gpu::gles2::GLES2Interface
;
27 GLHelperScaling::GLHelperScaling(GLES2Interface
* gl
, GLHelper
* helper
)
28 : gl_(gl
), helper_(helper
), vertex_attributes_buffer_(gl_
) {
32 GLHelperScaling::~GLHelperScaling() {}
34 // Used to keep track of a generated shader program. The program
35 // is passed in as text through Setup and is used by calling
36 // UseProgram() with the right parameters. Note that |gl_|
37 // and |helper_| are assumed to live longer than this program.
38 class ShaderProgram
: public base::RefCounted
<ShaderProgram
> {
40 ShaderProgram(GLES2Interface
* gl
, GLHelper
* helper
)
43 program_(gl_
->CreateProgram()),
44 position_location_(-1),
45 texcoord_location_(-1),
46 src_subrect_location_(-1),
47 src_pixelsize_location_(-1),
48 dst_pixelsize_location_(-1),
49 scaling_vector_location_(-1),
50 color_weights_location_(-1) {}
52 // Compile shader program.
53 void Setup(const GLchar
* vertex_shader_text
,
54 const GLchar
* fragment_shader_text
);
56 // UseProgram must be called with GL_TEXTURE_2D bound to the
57 // source texture and GL_ARRAY_BUFFER bound to a vertex
59 void UseProgram(const gfx::Size
& src_size
,
60 const gfx::Rect
& src_subrect
,
61 const gfx::Size
& dst_size
,
64 GLfloat color_weights
[4]);
66 bool Initialized() const { return position_location_
!= -1; }
69 friend class base::RefCounted
<ShaderProgram
>;
70 ~ShaderProgram() { gl_
->DeleteProgram(program_
); }
75 // A program for copying a source texture into a destination texture.
78 // The location of the position in the program.
79 GLint position_location_
;
80 // The location of the texture coordinate in the program.
81 GLint texcoord_location_
;
82 // The location of the source texture in the program.
83 GLint texture_location_
;
84 // The location of the texture coordinate of
85 // the sub-rectangle in the program.
86 GLint src_subrect_location_
;
87 // Location of size of source image in pixels.
88 GLint src_pixelsize_location_
;
89 // Location of size of destination image in pixels.
90 GLint dst_pixelsize_location_
;
91 // Location of vector for scaling direction.
92 GLint scaling_vector_location_
;
93 // Location of color weights.
94 GLint color_weights_location_
;
96 DISALLOW_COPY_AND_ASSIGN(ShaderProgram
);
99 // Implementation of a single stage in a scaler pipeline. If the pipeline has
100 // multiple stages, it calls Scale() on the subscaler, then further scales the
101 // output. Caches textures and framebuffers to avoid allocating/deleting
102 // them once per frame, which can be expensive on some drivers.
103 class ScalerImpl
: public GLHelper::ScalerInterface
,
104 public GLHelperScaling::ShaderInterface
{
106 // |gl| and |copy_impl| are expected to live longer than this object.
107 // |src_size| is the size of the input texture in pixels.
108 // |dst_size| is the size of the output texutre in pixels.
109 // |src_subrect| is the portion of the src to copy to the output texture.
110 // If |scale_x| is true, we are scaling along the X axis, otherwise Y.
111 // If we are scaling in both X and Y, |scale_x| is ignored.
112 // If |vertically_flip_texture| is true, output will be upside-down.
113 // If |swizzle| is true, RGBA will be transformed into BGRA.
114 // |color_weights| are only used together with SHADER_PLANAR to specify
115 // how to convert RGB colors into a single value.
116 ScalerImpl(GLES2Interface
* gl
,
117 GLHelperScaling
* scaler_helper
,
118 const GLHelperScaling::ScalerStage
& scaler_stage
,
119 ScalerImpl
* subscaler
,
120 const float* color_weights
)
122 scaler_helper_(scaler_helper
),
124 intermediate_texture_(0),
125 dst_framebuffer_(gl
),
126 subscaler_(subscaler
) {
128 color_weights_
[0] = color_weights
[0];
129 color_weights_
[1] = color_weights
[1];
130 color_weights_
[2] = color_weights
[2];
131 color_weights_
[3] = color_weights
[3];
133 color_weights_
[0] = 0.0;
134 color_weights_
[1] = 0.0;
135 color_weights_
[2] = 0.0;
136 color_weights_
[3] = 0.0;
139 scaler_helper_
->GetShaderProgram(spec_
.shader
, spec_
.swizzle
);
142 intermediate_texture_
= 0u;
143 gl_
->GenTextures(1, &intermediate_texture_
);
144 ScopedTextureBinder
<GL_TEXTURE_2D
> texture_binder(gl_
,
145 intermediate_texture_
);
146 gl_
->TexImage2D(GL_TEXTURE_2D
,
149 spec_
.src_size
.width(),
150 spec_
.src_size
.height(),
158 virtual ~ScalerImpl() {
159 if (intermediate_texture_
) {
160 gl_
->DeleteTextures(1, &intermediate_texture_
);
164 // GLHelperShader::ShaderInterface implementation.
165 virtual void Execute(GLuint source_texture
,
166 const std::vector
<GLuint
>& dest_textures
) OVERRIDE
{
168 subscaler_
->Scale(source_texture
, intermediate_texture_
);
169 source_texture
= intermediate_texture_
;
172 ScopedFramebufferBinder
<GL_FRAMEBUFFER
> framebuffer_binder(
173 gl_
, dst_framebuffer_
);
174 DCHECK_GT(dest_textures
.size(), 0U);
175 scoped_ptr
<GLenum
[]> buffers(new GLenum
[dest_textures
.size()]);
176 for (size_t t
= 0; t
< dest_textures
.size(); t
++) {
177 ScopedTextureBinder
<GL_TEXTURE_2D
> texture_binder(gl_
, dest_textures
[t
]);
178 gl_
->FramebufferTexture2D(GL_FRAMEBUFFER
,
179 GL_COLOR_ATTACHMENT0
+ t
,
183 buffers
[t
] = GL_COLOR_ATTACHMENT0
+ t
;
185 ScopedTextureBinder
<GL_TEXTURE_2D
> texture_binder(gl_
, source_texture
);
187 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
188 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
189 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
190 gl_
->TexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
192 ScopedBufferBinder
<GL_ARRAY_BUFFER
> buffer_binder(
193 gl_
, scaler_helper_
->vertex_attributes_buffer_
);
194 DCHECK(shader_program_
->Initialized());
195 shader_program_
->UseProgram(spec_
.src_size
,
199 spec_
.vertically_flip_texture
,
201 gl_
->Viewport(0, 0, spec_
.dst_size
.width(), spec_
.dst_size
.height());
203 if (dest_textures
.size() > 1) {
204 DCHECK_LE(static_cast<int>(dest_textures
.size()),
205 scaler_helper_
->helper_
->MaxDrawBuffers());
206 gl_
->DrawBuffersEXT(dest_textures
.size(), buffers
.get());
208 // Conduct texture mapping by drawing a quad composed of two triangles.
209 gl_
->DrawArrays(GL_TRIANGLE_STRIP
, 0, 4);
210 if (dest_textures
.size() > 1) {
211 // Set the draw buffers back to not confuse others.
212 gl_
->DrawBuffersEXT(1, &buffers
[0]);
216 // GLHelper::ScalerInterface implementation.
217 virtual void Scale(GLuint source_texture
, GLuint dest_texture
) OVERRIDE
{
218 std::vector
<GLuint
> tmp(1);
219 tmp
[0] = dest_texture
;
220 Execute(source_texture
, tmp
);
223 virtual const gfx::Size
& SrcSize() OVERRIDE
{
225 return subscaler_
->SrcSize();
227 return spec_
.src_size
;
229 virtual const gfx::Rect
& SrcSubrect() OVERRIDE
{
231 return subscaler_
->SrcSubrect();
233 return spec_
.src_subrect
;
235 virtual const gfx::Size
& DstSize() OVERRIDE
{ return spec_
.dst_size
; }
239 GLHelperScaling
* scaler_helper_
;
240 GLHelperScaling::ScalerStage spec_
;
241 GLfloat color_weights_
[4];
242 GLuint intermediate_texture_
;
243 scoped_refptr
<ShaderProgram
> shader_program_
;
244 ScopedFramebuffer dst_framebuffer_
;
245 scoped_ptr
<ScalerImpl
> subscaler_
;
248 GLHelperScaling::ScalerStage::ScalerStage(ShaderType shader_
,
250 gfx::Rect src_subrect_
,
253 bool vertically_flip_texture_
,
257 src_subrect(src_subrect_
),
260 vertically_flip_texture(vertically_flip_texture_
),
263 // The important inputs for this function is |x_ops| and
264 // |y_ops|. They represent scaling operations to be done
265 // on an imag of size |src_size|. If |quality| is SCALER_QUALITY_BEST,
266 // then we will interpret these scale operations literally and we'll
267 // create one scaler stage for each ScaleOp. However, if |quality|
268 // is SCALER_QUALITY_GOOD, then we can do a whole bunch of optimizations
269 // by combining two or more ScaleOps in to a single scaler stage.
270 // Normally we process ScaleOps from |y_ops| first and |x_ops| after
271 // all |y_ops| are processed, but sometimes we can combine one or more
272 // operation from both queues essentially for free. This is the reason
273 // why |x_ops| and |y_ops| aren't just one single queue.
274 void GLHelperScaling::ConvertScalerOpsToScalerStages(
275 GLHelper::ScalerQuality quality
,
277 gfx::Rect src_subrect
,
278 const gfx::Size
& dst_size
,
279 bool vertically_flip_texture
,
281 std::deque
<GLHelperScaling::ScaleOp
>* x_ops
,
282 std::deque
<GLHelperScaling::ScaleOp
>* y_ops
,
283 std::vector
<ScalerStage
>* scaler_stages
) {
284 while (!x_ops
->empty() || !y_ops
->empty()) {
285 gfx::Size intermediate_size
= src_subrect
.size();
286 std::deque
<ScaleOp
>* current_queue
= NULL
;
288 if (!y_ops
->empty()) {
289 current_queue
= y_ops
;
291 current_queue
= x_ops
;
294 ShaderType current_shader
= SHADER_BILINEAR
;
295 switch (current_queue
->front().scale_factor
) {
297 if (quality
== GLHelper::SCALER_QUALITY_BEST
) {
298 current_shader
= SHADER_BICUBIC_UPSCALE
;
302 if (quality
== GLHelper::SCALER_QUALITY_BEST
) {
303 current_shader
= SHADER_BICUBIC_HALF_1D
;
307 DCHECK(quality
!= GLHelper::SCALER_QUALITY_BEST
);
308 current_shader
= SHADER_BILINEAR3
;
313 bool scale_x
= current_queue
->front().scale_x
;
314 current_queue
->front().UpdateSize(&intermediate_size
);
315 current_queue
->pop_front();
317 // Optimization: Sometimes we can combine 2-4 scaling operations into
319 if (quality
== GLHelper::SCALER_QUALITY_GOOD
) {
320 if (!current_queue
->empty() && current_shader
== SHADER_BILINEAR
) {
321 // Combine two steps in the same dimension.
322 current_queue
->front().UpdateSize(&intermediate_size
);
323 current_queue
->pop_front();
324 current_shader
= SHADER_BILINEAR2
;
325 if (!current_queue
->empty()) {
326 // Combine three steps in the same dimension.
327 current_queue
->front().UpdateSize(&intermediate_size
);
328 current_queue
->pop_front();
329 current_shader
= SHADER_BILINEAR4
;
332 // Check if we can combine some steps in the other dimension as well.
333 // Since all shaders currently use GL_LINEAR, we can easily scale up
334 // or scale down by exactly 2x at the same time as we do another
335 // operation. Currently, the following mergers are supported:
336 // * 1 bilinear Y-pass with 1 bilinear X-pass (up or down)
337 // * 2 bilinear Y-passes with 2 bilinear X-passes
338 // * 1 bilinear Y-pass with N bilinear X-pass
339 // * N bilinear Y-passes with 1 bilinear X-pass (down only)
340 // Measurements indicate that generalizing this for 3x3 and 4x4
341 // makes it slower on some platforms, such as the Pixel.
342 if (!scale_x
&& x_ops
->size() > 0 && x_ops
->front().scale_factor
<= 2) {
344 if (current_shader
== SHADER_BILINEAR2
&& x_ops
->size() >= 2) {
347 current_shader
= SHADER_BILINEAR2X2
;
348 } else if (current_shader
== SHADER_BILINEAR
) {
351 switch (x_ops
->size()) {
355 if (x_ops
->front().scale_factor
== 3) {
356 current_shader
= SHADER_BILINEAR3
;
362 current_shader
= SHADER_BILINEAR2
;
366 current_shader
= SHADER_BILINEAR4
;
369 } else if (x_ops
->front().scale_factor
== 2) {
374 for (int i
= 0; i
< x_passes
; i
++) {
375 x_ops
->front().UpdateSize(&intermediate_size
);
381 scaler_stages
->push_back(ScalerStage(current_shader
,
386 vertically_flip_texture
,
388 src_size
= intermediate_size
;
389 src_subrect
= gfx::Rect(intermediate_size
);
390 vertically_flip_texture
= false;
395 void GLHelperScaling::ComputeScalerStages(
396 GLHelper::ScalerQuality quality
,
397 const gfx::Size
& src_size
,
398 const gfx::Rect
& src_subrect
,
399 const gfx::Size
& dst_size
,
400 bool vertically_flip_texture
,
402 std::vector
<ScalerStage
>* scaler_stages
) {
403 if (quality
== GLHelper::SCALER_QUALITY_FAST
||
404 src_subrect
.size() == dst_size
) {
405 scaler_stages
->push_back(ScalerStage(SHADER_BILINEAR
,
410 vertically_flip_texture
,
415 std::deque
<GLHelperScaling::ScaleOp
> x_ops
, y_ops
;
416 GLHelperScaling::ScaleOp::AddOps(src_subrect
.width(),
419 quality
== GLHelper::SCALER_QUALITY_GOOD
,
421 GLHelperScaling::ScaleOp::AddOps(src_subrect
.height(),
424 quality
== GLHelper::SCALER_QUALITY_GOOD
,
427 ConvertScalerOpsToScalerStages(quality
,
431 vertically_flip_texture
,
438 GLHelper::ScalerInterface
* GLHelperScaling::CreateScaler(
439 GLHelper::ScalerQuality quality
,
441 gfx::Rect src_subrect
,
442 const gfx::Size
& dst_size
,
443 bool vertically_flip_texture
,
445 std::vector
<ScalerStage
> scaler_stages
;
446 ComputeScalerStages(quality
,
450 vertically_flip_texture
,
454 ScalerImpl
* ret
= NULL
;
455 for (unsigned int i
= 0; i
< scaler_stages
.size(); i
++) {
456 ret
= new ScalerImpl(gl_
, this, scaler_stages
[i
], ret
, NULL
);
461 GLHelper::ScalerInterface
* GLHelperScaling::CreatePlanarScaler(
462 const gfx::Size
& src_size
,
463 const gfx::Rect
& src_subrect
,
464 const gfx::Size
& dst_size
,
465 bool vertically_flip_texture
,
467 const float color_weights
[4]) {
468 ScalerStage
stage(SHADER_PLANAR
,
473 vertically_flip_texture
,
475 return new ScalerImpl(gl_
, this, stage
, NULL
, color_weights
);
478 GLHelperScaling::ShaderInterface
* GLHelperScaling::CreateYuvMrtShader(
479 const gfx::Size
& src_size
,
480 const gfx::Rect
& src_subrect
,
481 const gfx::Size
& dst_size
,
482 bool vertically_flip_texture
,
485 DCHECK(shader
== SHADER_YUV_MRT_PASS1
|| shader
== SHADER_YUV_MRT_PASS2
);
486 ScalerStage
stage(shader
,
491 vertically_flip_texture
,
493 return new ScalerImpl(gl_
, this, stage
, NULL
, NULL
);
496 const GLfloat
GLHelperScaling::kVertexAttributes
[] = {
497 -1.0f
, -1.0f
, 0.0f
, 0.0f
, // vertex 0
498 1.0f
, -1.0f
, 1.0f
, 0.0f
, // vertex 1
499 -1.0f
, 1.0f
, 0.0f
, 1.0f
, // vertex 2
500 1.0f
, 1.0f
, 1.0f
, 1.0f
, }; // vertex 3
502 void GLHelperScaling::InitBuffer() {
503 ScopedBufferBinder
<GL_ARRAY_BUFFER
> buffer_binder(gl_
,
504 vertex_attributes_buffer_
);
505 gl_
->BufferData(GL_ARRAY_BUFFER
,
506 sizeof(kVertexAttributes
),
511 scoped_refptr
<ShaderProgram
> GLHelperScaling::GetShaderProgram(ShaderType type
,
513 ShaderProgramKeyType
key(type
, swizzle
);
514 scoped_refptr
<ShaderProgram
>& cache_entry(shader_programs_
[key
]);
515 if (!cache_entry
.get()) {
516 cache_entry
= new ShaderProgram(gl_
, helper_
);
517 std::basic_string
<GLchar
> vertex_program
;
518 std::basic_string
<GLchar
> fragment_program
;
519 std::basic_string
<GLchar
> vertex_header
;
520 std::basic_string
<GLchar
> fragment_directives
;
521 std::basic_string
<GLchar
> fragment_header
;
522 std::basic_string
<GLchar
> shared_variables
;
524 vertex_header
.append(
525 "precision highp float;\n"
526 "attribute vec2 a_position;\n"
527 "attribute vec2 a_texcoord;\n"
528 "uniform vec4 src_subrect;\n");
530 fragment_header
.append(
531 "precision mediump float;\n"
532 "uniform sampler2D s_texture;\n");
534 vertex_program
.append(
535 " gl_Position = vec4(a_position, 0.0, 1.0);\n"
536 " vec2 texcoord = src_subrect.xy + a_texcoord * src_subrect.zw;\n");
539 case SHADER_BILINEAR
:
540 shared_variables
.append("varying vec2 v_texcoord;\n");
541 vertex_program
.append(" v_texcoord = texcoord;\n");
542 fragment_program
.append(
543 " gl_FragColor = texture2D(s_texture, v_texcoord);\n");
546 case SHADER_BILINEAR2
:
547 // This is equivialent to two passes of the BILINEAR shader above.
548 // It can be used to scale an image down 1.0x-2.0x in either dimension,
550 shared_variables
.append(
551 "varying vec4 v_texcoords;\n"); // 2 texcoords packed in one quad
552 vertex_header
.append(
553 "uniform vec2 scaling_vector;\n"
554 "uniform vec2 dst_pixelsize;\n");
555 vertex_program
.append(
556 " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
558 " v_texcoords.xy = texcoord + step;\n"
559 " v_texcoords.zw = texcoord - step;\n");
561 fragment_program
.append(
562 " gl_FragColor = (texture2D(s_texture, v_texcoords.xy) +\n"
563 " texture2D(s_texture, v_texcoords.zw)) / 2.0;\n");
566 case SHADER_BILINEAR3
:
567 // This is kind of like doing 1.5 passes of the BILINEAR shader.
568 // It can be used to scale an image down 1.5x-3.0x, or exactly 6x.
569 shared_variables
.append(
570 "varying vec4 v_texcoords1;\n" // 2 texcoords packed in one quad
571 "varying vec2 v_texcoords2;\n");
572 vertex_header
.append(
573 "uniform vec2 scaling_vector;\n"
574 "uniform vec2 dst_pixelsize;\n");
575 vertex_program
.append(
576 " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
578 " v_texcoords1.xy = texcoord + step;\n"
579 " v_texcoords1.zw = texcoord;\n"
580 " v_texcoords2 = texcoord - step;\n");
581 fragment_program
.append(
582 " gl_FragColor = (texture2D(s_texture, v_texcoords1.xy) +\n"
583 " texture2D(s_texture, v_texcoords1.zw) +\n"
584 " texture2D(s_texture, v_texcoords2)) / 3.0;\n");
587 case SHADER_BILINEAR4
:
588 // This is equivialent to three passes of the BILINEAR shader above,
589 // It can be used to scale an image down 2.0x-4.0x or exactly 8x.
590 shared_variables
.append("varying vec4 v_texcoords[2];\n");
591 vertex_header
.append(
592 "uniform vec2 scaling_vector;\n"
593 "uniform vec2 dst_pixelsize;\n");
594 vertex_program
.append(
595 " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
597 " v_texcoords[0].xy = texcoord - step * 3.0;\n"
598 " v_texcoords[0].zw = texcoord - step;\n"
599 " v_texcoords[1].xy = texcoord + step;\n"
600 " v_texcoords[1].zw = texcoord + step * 3.0;\n");
601 fragment_program
.append(
602 " gl_FragColor = (\n"
603 " texture2D(s_texture, v_texcoords[0].xy) +\n"
604 " texture2D(s_texture, v_texcoords[0].zw) +\n"
605 " texture2D(s_texture, v_texcoords[1].xy) +\n"
606 " texture2D(s_texture, v_texcoords[1].zw)) / 4.0;\n");
609 case SHADER_BILINEAR2X2
:
610 // This is equivialent to four passes of the BILINEAR shader above.
611 // Two in each dimension. It can be used to scale an image down
612 // 1.0x-2.0x in both X and Y directions. Or, it could be used to
613 // scale an image down by exactly 4x in both dimensions.
614 shared_variables
.append("varying vec4 v_texcoords[2];\n");
615 vertex_header
.append("uniform vec2 dst_pixelsize;\n");
616 vertex_program
.append(
617 " vec2 step = src_subrect.zw / 4.0 / dst_pixelsize;\n"
618 " v_texcoords[0].xy = texcoord + vec2(step.x, step.y);\n"
619 " v_texcoords[0].zw = texcoord + vec2(step.x, -step.y);\n"
620 " v_texcoords[1].xy = texcoord + vec2(-step.x, step.y);\n"
621 " v_texcoords[1].zw = texcoord + vec2(-step.x, -step.y);\n");
622 fragment_program
.append(
623 " gl_FragColor = (\n"
624 " texture2D(s_texture, v_texcoords[0].xy) +\n"
625 " texture2D(s_texture, v_texcoords[0].zw) +\n"
626 " texture2D(s_texture, v_texcoords[1].xy) +\n"
627 " texture2D(s_texture, v_texcoords[1].zw)) / 4.0;\n");
630 case SHADER_BICUBIC_HALF_1D
:
631 // This scales down texture by exactly half in one dimension.
632 // directions in one pass. We use bilinear lookup to reduce
633 // the number of texture reads from 8 to 4
634 shared_variables
.append(
635 "const float CenterDist = 99.0 / 140.0;\n"
636 "const float LobeDist = 11.0 / 4.0;\n"
637 "const float CenterWeight = 35.0 / 64.0;\n"
638 "const float LobeWeight = -3.0 / 64.0;\n"
639 "varying vec4 v_texcoords[2];\n");
640 vertex_header
.append(
641 "uniform vec2 scaling_vector;\n"
642 "uniform vec2 src_pixelsize;\n");
643 vertex_program
.append(
644 " vec2 step = src_subrect.zw * scaling_vector / src_pixelsize;\n"
645 " v_texcoords[0].xy = texcoord - LobeDist * step;\n"
646 " v_texcoords[0].zw = texcoord - CenterDist * step;\n"
647 " v_texcoords[1].xy = texcoord + CenterDist * step;\n"
648 " v_texcoords[1].zw = texcoord + LobeDist * step;\n");
649 fragment_program
.append(
652 " (texture2D(s_texture, v_texcoords[0].xy) +\n"
653 " texture2D(s_texture, v_texcoords[1].zw)) *\n"
656 " (texture2D(s_texture, v_texcoords[0].zw) +\n"
657 " texture2D(s_texture, v_texcoords[1].xy)) *\n"
661 case SHADER_BICUBIC_UPSCALE
:
662 // When scaling up, we need 4 texture reads, but we can
663 // save some instructions because will know in which range of
664 // the bicubic function each call call to the bicubic function
666 // Also, when sampling the bicubic function like this, the sum
667 // is always exactly one, so we can skip normalization as well.
668 shared_variables
.append("varying vec2 v_texcoord;\n");
669 vertex_program
.append(" v_texcoord = texcoord;\n");
670 fragment_header
.append(
671 "uniform vec2 src_pixelsize;\n"
672 "uniform vec2 scaling_vector;\n"
673 "const float a = -0.5;\n"
674 // This function is equivialent to calling the bicubic
675 // function with x-1, x, 1-x and 2-x
676 // (assuming 0 <= x < 1)
677 "vec4 filt4(float x) {\n"
678 " return vec4(x * x * x, x * x, x, 1) *\n"
679 " mat4( a, -2.0 * a, a, 0.0,\n"
680 " a + 2.0, -a - 3.0, 0.0, 1.0,\n"
681 " -a - 2.0, 3.0 + 2.0 * a, -a, 0.0,\n"
682 " -a, a, 0.0, 0.0);\n"
684 "mat4 pixels_x(vec2 pos, vec2 step) {\n"
686 " texture2D(s_texture, pos - step),\n"
687 " texture2D(s_texture, pos),\n"
688 " texture2D(s_texture, pos + step),\n"
689 " texture2D(s_texture, pos + step * 2.0));\n"
691 fragment_program
.append(
692 " vec2 pixel_pos = v_texcoord * src_pixelsize - \n"
693 " scaling_vector / 2.0;\n"
694 " float frac = fract(dot(pixel_pos, scaling_vector));\n"
695 " vec2 base = (floor(pixel_pos) + vec2(0.5)) / src_pixelsize;\n"
696 " vec2 step = scaling_vector / src_pixelsize;\n"
697 " gl_FragColor = pixels_x(base, step) * filt4(frac);\n");
701 // Converts four RGBA pixels into one pixel. Each RGBA
702 // pixel will be dot-multiplied with the color weights and
703 // then placed into a component of the output. This is used to
704 // convert RGBA textures into Y, U and V textures. We do this
705 // because single-component textures are not renderable on all
707 shared_variables
.append("varying vec4 v_texcoords[2];\n");
708 vertex_header
.append(
709 "uniform vec2 scaling_vector;\n"
710 "uniform vec2 dst_pixelsize;\n");
711 vertex_program
.append(
712 " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
714 " v_texcoords[0].xy = texcoord - step * 1.5;\n"
715 " v_texcoords[0].zw = texcoord - step * 0.5;\n"
716 " v_texcoords[1].xy = texcoord + step * 0.5;\n"
717 " v_texcoords[1].zw = texcoord + step * 1.5;\n");
718 fragment_header
.append("uniform vec4 color_weights;\n");
719 fragment_program
.append(
720 " gl_FragColor = color_weights * mat4(\n"
721 " vec4(texture2D(s_texture, v_texcoords[0].xy).rgb, 1.0),\n"
722 " vec4(texture2D(s_texture, v_texcoords[0].zw).rgb, 1.0),\n"
723 " vec4(texture2D(s_texture, v_texcoords[1].xy).rgb, 1.0),\n"
724 " vec4(texture2D(s_texture, v_texcoords[1].zw).rgb, 1.0));\n");
727 case SHADER_YUV_MRT_PASS1
:
728 // RGB24 to YV12 in two passes; writing two 8888 targets each pass.
730 // YV12 is full-resolution luma and half-resolution blue/red chroma.
733 // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
734 // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
735 // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
736 // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
737 // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
738 // RGBX RGBX RGBX RGBX RGBX RGBX RGBX RGBX
740 // | (y plane) (temporary)
741 // | YYYY YYYY UUVV UUVV
742 // +--> { YYYY YYYY + UUVV UUVV }
743 // YYYY YYYY UUVV UUVV
744 // First YYYY YYYY UUVV UUVV
745 // pass YYYY YYYY UUVV UUVV
746 // YYYY YYYY UUVV UUVV
748 // | (u plane) (v plane)
749 // Second | UUUU VVVV
750 // pass +--> { UUUU + VVVV }
753 shared_variables
.append("varying vec4 v_texcoords[2];\n");
754 vertex_header
.append(
755 "uniform vec2 scaling_vector;\n"
756 "uniform vec2 dst_pixelsize;\n");
757 vertex_program
.append(
758 " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
760 " v_texcoords[0].xy = texcoord - step * 1.5;\n"
761 " v_texcoords[0].zw = texcoord - step * 0.5;\n"
762 " v_texcoords[1].xy = texcoord + step * 0.5;\n"
763 " v_texcoords[1].zw = texcoord + step * 1.5;\n");
764 fragment_directives
.append("#extension GL_EXT_draw_buffers : enable\n");
765 fragment_header
.append(
766 "const vec3 kRGBtoY = vec3(0.257, 0.504, 0.098);\n"
767 "const float kYBias = 0.0625;\n"
768 // Divide U and V by two to compensate for averaging below.
769 "const vec3 kRGBtoU = vec3(-0.148, -0.291, 0.439) / 2.0;\n"
770 "const vec3 kRGBtoV = vec3(0.439, -0.368, -0.071) / 2.0;\n"
771 "const float kUVBias = 0.5;\n");
772 fragment_program
.append(
773 " vec3 pixel1 = texture2D(s_texture, v_texcoords[0].xy).rgb;\n"
774 " vec3 pixel2 = texture2D(s_texture, v_texcoords[0].zw).rgb;\n"
775 " vec3 pixel3 = texture2D(s_texture, v_texcoords[1].xy).rgb;\n"
776 " vec3 pixel4 = texture2D(s_texture, v_texcoords[1].zw).rgb;\n"
777 " vec3 pixel12 = pixel1 + pixel2;\n"
778 " vec3 pixel34 = pixel3 + pixel4;\n"
779 " gl_FragData[0] = vec4(dot(pixel1, kRGBtoY),\n"
780 " dot(pixel2, kRGBtoY),\n"
781 " dot(pixel3, kRGBtoY),\n"
782 " dot(pixel4, kRGBtoY)) + kYBias;\n"
783 " gl_FragData[1] = vec4(dot(pixel12, kRGBtoU),\n"
784 " dot(pixel34, kRGBtoU),\n"
785 " dot(pixel12, kRGBtoV),\n"
786 " dot(pixel34, kRGBtoV)) + kUVBias;\n");
789 case SHADER_YUV_MRT_PASS2
:
790 // We're just sampling two pixels and unswizzling them. There's
791 // no need to do vertical scaling with math, since bilinear
792 // interpolation in the sampler takes care of that.
793 shared_variables
.append("varying vec4 v_texcoords;\n");
794 vertex_header
.append(
795 "uniform vec2 scaling_vector;\n"
796 "uniform vec2 dst_pixelsize;\n");
797 vertex_program
.append(
798 " vec2 step = scaling_vector * src_subrect.zw / dst_pixelsize;\n"
800 " v_texcoords.xy = texcoord - step * 0.5;\n"
801 " v_texcoords.zw = texcoord + step * 0.5;\n");
802 fragment_directives
.append("#extension GL_EXT_draw_buffers : enable\n");
803 fragment_program
.append(
804 " vec4 lo_uuvv = texture2D(s_texture, v_texcoords.xy);\n"
805 " vec4 hi_uuvv = texture2D(s_texture, v_texcoords.zw);\n"
806 " gl_FragData[0] = vec4(lo_uuvv.rg, hi_uuvv.rg);\n"
807 " gl_FragData[1] = vec4(lo_uuvv.ba, hi_uuvv.ba);\n");
812 case SHADER_YUV_MRT_PASS1
:
813 fragment_program
.append(" gl_FragData[0] = gl_FragData[0].bgra;\n");
815 case SHADER_YUV_MRT_PASS2
:
816 fragment_program
.append(" gl_FragData[0] = gl_FragData[0].bgra;\n");
817 fragment_program
.append(" gl_FragData[1] = gl_FragData[1].bgra;\n");
820 fragment_program
.append(" gl_FragColor = gl_FragColor.bgra;\n");
825 vertex_program
= vertex_header
+ shared_variables
+ "void main() {\n" +
826 vertex_program
+ "}\n";
828 fragment_program
= fragment_directives
+ fragment_header
+
829 shared_variables
+ "void main() {\n" + fragment_program
+
832 cache_entry
->Setup(vertex_program
.c_str(), fragment_program
.c_str());
837 void ShaderProgram::Setup(const GLchar
* vertex_shader_text
,
838 const GLchar
* fragment_shader_text
) {
839 // Shaders to map the source texture to |dst_texture_|.
840 GLuint vertex_shader
=
841 helper_
->CompileShaderFromSource(vertex_shader_text
, GL_VERTEX_SHADER
);
842 if (vertex_shader
== 0)
845 gl_
->AttachShader(program_
, vertex_shader
);
846 gl_
->DeleteShader(vertex_shader
);
848 GLuint fragment_shader
= helper_
->CompileShaderFromSource(
849 fragment_shader_text
, GL_FRAGMENT_SHADER
);
850 if (fragment_shader
== 0)
852 gl_
->AttachShader(program_
, fragment_shader
);
853 gl_
->DeleteShader(fragment_shader
);
855 gl_
->LinkProgram(program_
);
857 GLint link_status
= 0;
858 gl_
->GetProgramiv(program_
, GL_LINK_STATUS
, &link_status
);
862 position_location_
= gl_
->GetAttribLocation(program_
, "a_position");
863 texcoord_location_
= gl_
->GetAttribLocation(program_
, "a_texcoord");
864 texture_location_
= gl_
->GetUniformLocation(program_
, "s_texture");
865 src_subrect_location_
= gl_
->GetUniformLocation(program_
, "src_subrect");
866 src_pixelsize_location_
= gl_
->GetUniformLocation(program_
, "src_pixelsize");
867 dst_pixelsize_location_
= gl_
->GetUniformLocation(program_
, "dst_pixelsize");
868 scaling_vector_location_
=
869 gl_
->GetUniformLocation(program_
, "scaling_vector");
870 color_weights_location_
= gl_
->GetUniformLocation(program_
, "color_weights");
874 void ShaderProgram::UseProgram(const gfx::Size
& src_size
,
875 const gfx::Rect
& src_subrect
,
876 const gfx::Size
& dst_size
,
879 GLfloat color_weights
[4]) {
880 gl_
->UseProgram(program_
);
882 // OpenGL defines the last parameter to VertexAttribPointer as type
883 // "const GLvoid*" even though it is actually an offset into the buffer
884 // object's data store and not a pointer to the client's address space.
885 const void* offsets
[2] = {
886 0, reinterpret_cast<const void*>(2 * sizeof(GLfloat
))
889 gl_
->VertexAttribPointer(position_location_
,
895 gl_
->EnableVertexAttribArray(position_location_
);
897 gl_
->VertexAttribPointer(texcoord_location_
,
903 gl_
->EnableVertexAttribArray(texcoord_location_
);
905 gl_
->Uniform1i(texture_location_
, 0);
907 // Convert |src_subrect| to texture coordinates.
908 GLfloat src_subrect_texcoord
[] = {
909 static_cast<float>(src_subrect
.x()) / src_size
.width(),
910 static_cast<float>(src_subrect
.y()) / src_size
.height(),
911 static_cast<float>(src_subrect
.width()) / src_size
.width(),
912 static_cast<float>(src_subrect
.height()) / src_size
.height(), };
914 src_subrect_texcoord
[1] += src_subrect_texcoord
[3];
915 src_subrect_texcoord
[3] *= -1.0;
917 gl_
->Uniform4fv(src_subrect_location_
, 1, src_subrect_texcoord
);
919 gl_
->Uniform2f(src_pixelsize_location_
, src_size
.width(), src_size
.height());
920 gl_
->Uniform2f(dst_pixelsize_location_
,
921 static_cast<float>(dst_size
.width()),
922 static_cast<float>(dst_size
.height()));
925 scaling_vector_location_
, scale_x
? 1.0 : 0.0, scale_x
? 0.0 : 1.0);
926 gl_
->Uniform4fv(color_weights_location_
, 1, color_weights
);
929 } // namespace content