root/gpu/tools/compositor_model_bench/shaders.cc

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DEFINITIONS

This source file includes following definitions.
  1. Project
  2. Scale
  3. TranslateInPlace
  4. ShaderIDFromString
  5. ShaderNameFromID
  6. GetShaderSource
  7. GetProgramIdx
  8. ReportAnyShaderCompilationErrors
  9. ActivateShader
  10. ConfigAndActivateShaderForNode
  11. ConfigAndActivateShaderForTiling
  12. DeleteShaders
  13. InitBuffers
  14. BeginFrame
  15. DrawQuad
  16. DrawTileQuad

// Copyright (c) 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "gpu/tools/compositor_model_bench/shaders.h"

#include <algorithm>

#include "gpu/tools/compositor_model_bench/render_model_utils.h"
#include "gpu/tools/compositor_model_bench/render_tree.h"

using std::min;

static const int kPositionLocation = 0;
static const int kTexCoordLocation = 1;

static unsigned g_quad_vertices_vbo;
static unsigned g_quad_elements_vbo;

// Store a pointer to the transform matrix of the active layer (the complete
// transform isn't build until we draw the quad; then we can apply
// translation/scaling/projection)
static float* g_current_layer_transform;

// In addition to the transform, store other useful information about tiled
// layers that we'll need to render each tile's quad
static float g_current_tile_layer_width;
static float g_current_tile_layer_height;
static float g_current_tile_width;
static float g_current_tile_height;

static const float yuv2RGB[9] = {
  1.164f, 1.164f, 1.164f,
  0.f, -.391f, 2.018f,
  1.596f, -.813f, 0.f
};

// Store shader programs in a sparse array so that they can be addressed easily.
static int g_program_objects[SHADER_ID_MAX*SHADER_ID_MAX];
static int g_active_index = -1;

///////////////////////////////////////////////////////////////////////////////
//              L        R           B          T   N  F
//      glOrtho(0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, -1, 1);   // column major

static float g_projection_matrix[] = {
  2.0 / WINDOW_WIDTH, 0.0, 0.0, 0.0,
  0.0, 2.0 / -WINDOW_HEIGHT, 0.0, 0.0,
  0.0, 0.0, -1.0, 0.0,
  -1.0, 1.0, 0.0, 1.0
};

#define ADDR(i, j) (i*4 + j) /* column major */
static void Project(const float* v, float* p) {
  for (int i = 0; i < 4; ++i) {
    for (int j = 0; j < 4; ++j) {
      p[ADDR(i, j)] = 0;
      for (int k = 0; k < 4; ++k) {
        p[ADDR(i, j)] += g_projection_matrix[ADDR(k, i)] * v[ADDR(j, k)];
      }
    }
  }
}

static void Scale(const float* in, float* out, float sx, float sy, float sz) {
  for (int i = 0; i < 4; ++i)
    out[i] = in[i] * sx;
  for (int j = 4; j < 8; ++j)
    out[j] = in[j] * sy;
  for (int k = 8; k < 12; ++k)
    out[k] = in[k] * sz;
  for (int l = 12; l < 16; ++l)
    out[l] = in[l];
}

static void TranslateInPlace(float* m, float tx, float ty, float tz) {
  m[12] += tx;
  m[13] += ty;
  m[14] += tz;
}

///////////////////////////////////////////////////////////////////////////////

ShaderID ShaderIDFromString(std::string name) {
  if (name == "VertexShaderPosTexYUVStretch")
    return VERTEX_SHADER_POS_TEX_YUV_STRETCH;
  if (name == "VertexShaderPosTex")
    return VERTEX_SHADER_POS_TEX;
  if (name == "VertexShaderPosTexTransform")
    return VERTEX_SHADER_POS_TEX_TRANSFORM;
  if (name == "FragmentShaderYUVVideo")
    return FRAGMENT_SHADER_YUV_VIDEO;
  if (name == "FragmentShaderRGBATexFlipAlpha")
    return FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA;
  if (name == "FragmentShaderRGBATexAlpha")
    return FRAGMENT_SHADER_RGBA_TEX_ALPHA;
  return SHADER_UNRECOGNIZED;
}

std::string ShaderNameFromID(ShaderID id) {
  switch (id) {
    case VERTEX_SHADER_POS_TEX_YUV_STRETCH:
      return "VertexShaderPosTexYUVStretch";
    case VERTEX_SHADER_POS_TEX:
      return "VertexShaderPosTex";
    case VERTEX_SHADER_POS_TEX_TRANSFORM:
      return "VertexShaderPosTexTransform";
    case FRAGMENT_SHADER_YUV_VIDEO:
      return "FragmentShaderYUVVideo";
    case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA:
      return "FragmentShaderRGBATexFlipAlpha";
    case FRAGMENT_SHADER_RGBA_TEX_ALPHA:
      return "FragmentShaderRGBATexAlpha";
    default:
      return "(unknown shader)";
  }
}

#define SHADER0(Src) #Src
#define SHADER(Src) SHADER0(Src)

const char* GetShaderSource(ShaderID shader) {
  switch (shader) {
    case VERTEX_SHADER_POS_TEX_YUV_STRETCH:
      return SHADER(
        #ifdef GL_ES
        precision mediump float;
        #endif
        attribute vec4 a_position;
        attribute vec2 a_texCoord;
        uniform mat4 matrix;
        varying vec2 y_texCoord;
        varying vec2 uv_texCoord;
        uniform float y_widthScaleFactor;
        uniform float uv_widthScaleFactor;
        void main() {
          gl_Position = matrix * a_position;
          y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x,
            a_texCoord.y);
          uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x,
            a_texCoord.y);
        });
      break;
    case VERTEX_SHADER_POS_TEX:
      return SHADER(
        attribute vec4 a_position;
        attribute vec2 a_texCoord;
        uniform mat4 matrix;
        varying vec2 v_texCoord;
        void main() {
          gl_Position = matrix * a_position;
          v_texCoord = a_texCoord;
        });
      break;
    case VERTEX_SHADER_POS_TEX_TRANSFORM:
      return SHADER(
        attribute vec4 a_position;
        attribute vec2 a_texCoord;
        uniform mat4 matrix;
        uniform vec4 texTransform;
        varying vec2 v_texCoord;
        void main() {
          gl_Position = matrix * a_position;
          v_texCoord = a_texCoord*texTransform.zw + texTransform.xy;
        });
      break;
    case FRAGMENT_SHADER_YUV_VIDEO:
      return SHADER(
        #ifdef GL_ES
        precision mediump float;
        precision mediump int;
        #endif
        varying vec2 y_texCoord;
        varying vec2 uv_texCoord;
        uniform sampler2D y_texture;
        uniform sampler2D u_texture;
        uniform sampler2D v_texture;
        uniform float alpha;
        uniform vec3 yuv_adj;
        uniform mat3 cc_matrix;
        void main() {
          float y_raw = texture2D(y_texture, y_texCoord).x;
          float u_unsigned = texture2D(u_texture, uv_texCoord).x;
          float v_unsigned = texture2D(v_texture, uv_texCoord).x;
          vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj;
          vec3 rgb = cc_matrix * yuv;
          gl_FragColor = vec4(rgb, 1.0) * alpha;
        });
      break;
    case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA:
      return SHADER(
        #ifdef GL_ES
        precision mediump float;
        #endif
        varying vec2 v_texCoord;
        uniform sampler2D s_texture;
        uniform float alpha;
        void main() {
          vec4 texColor = texture2D(s_texture,
            vec2(v_texCoord.x, 1.0 - v_texCoord.y));
          gl_FragColor = vec4(texColor.x,
            texColor.y,
            texColor.z,
            texColor.w) * alpha;
        });
      break;
    case FRAGMENT_SHADER_RGBA_TEX_ALPHA:
      return SHADER(
        #ifdef GL_ES
        precision mediump float;
        #endif
        varying vec2 v_texCoord;
        uniform sampler2D s_texture;
        uniform float alpha;
        void main() {
          vec4 texColor = texture2D(s_texture, v_texCoord);
          gl_FragColor = texColor * alpha;
        });
      break;
    default:
      printf("Shader source requested for unknown shader\n");
      return "";
  }
}

int GetProgramIdx(ShaderID v, ShaderID f) {
  return v * SHADER_ID_MAX + f;
}

static void ReportAnyShaderCompilationErrors(GLuint shader, ShaderID id) {
  GLint status;
  glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
  if (status)
    return;
  // Get the length of the log string
  GLsizei length;
  glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
  scoped_ptr<GLchar[]> log(new GLchar[length+1]);
  glGetShaderInfoLog(shader, length, NULL, log.get());
  LOG(ERROR) << log.get() << " in shader " << ShaderNameFromID(id);
}

static int ActivateShader(ShaderID v, ShaderID f, float* layer_transform) {
  int program_index = GetProgramIdx(v, f);
  if (!g_program_objects[program_index]) {
    g_program_objects[program_index] = glCreateProgramObjectARB();
    GLenum vs = glCreateShaderObjectARB(GL_VERTEX_SHADER);
    GLenum fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
    const char* vs_source = GetShaderSource(v);
    const char* fs_source = GetShaderSource(f);
    glShaderSourceARB(vs, 1, &vs_source, 0);
    glShaderSourceARB(fs, 1, &fs_source, 0);
    glCompileShaderARB(vs);
    ReportAnyShaderCompilationErrors(vs, v);
    glCompileShaderARB(fs);
    ReportAnyShaderCompilationErrors(fs, f);
    glAttachObjectARB(g_program_objects[program_index], vs);
    glAttachObjectARB(g_program_objects[program_index], fs);
    glBindAttribLocationARB(g_program_objects[program_index],
                            kPositionLocation,
                            "a_position");
    glBindAttribLocationARB(g_program_objects[program_index],
                            kTexCoordLocation,
                            "a_texCoord");
    glLinkProgramARB(g_program_objects[program_index]);
  }
  if (g_active_index != program_index)
    glUseProgramObjectARB(g_program_objects[program_index]);
  g_active_index = program_index;

  g_current_layer_transform = layer_transform;

  return g_program_objects[program_index];
}

void ConfigAndActivateShaderForNode(CCNode* n) {
  ShaderID vs = n->vertex_shader();
  ShaderID fs = n->fragment_shader();
  float* transform = n->transform();
  int program = ActivateShader(vs, fs, transform);
  if (vs == VERTEX_SHADER_POS_TEX_YUV_STRETCH) {
    GLint y_scale = glGetUniformLocationARB(program, "y_widthScaleFactor");
    GLint uv_scale = glGetUniformLocationARB(program, "uv_widthScaleFactor");
    glUniform1fARB(y_scale, 1.0);
    glUniform1fARB(uv_scale, 1.0);
  }
  if (vs == VERTEX_SHADER_POS_TEX_TRANSFORM) {
    GLint texTrans = glGetUniformLocationARB(program, "texTransform");
    glUniform4fARB(texTrans, 0.0, 0.0, 0.0, 0.0);
  }
  if (fs == FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA) {
    DCHECK_EQ(n->num_textures(), 1u);
    DCHECK_NE(n->texture(0)->texID, -1);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, n->texture(0)->texID);
    int sTexLoc = glGetUniformLocationARB(program, "s_texture");
    glUniform1iARB(sTexLoc, 0);
  }
  if (fs == FRAGMENT_SHADER_YUV_VIDEO) {
    DCHECK_EQ(n->num_textures(), 3u);
    DCHECK_NE(n->texture(0)->texID, -1);
    DCHECK_NE(n->texture(1)->texID, -1);
    DCHECK_NE(n->texture(2)->texID, -1);
    // Bind Y tex.
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, n->texture(0)->texID);
    int yTexLoc = glGetUniformLocationARB(program, "y_texture");
    glUniform1iARB(yTexLoc, 0);
    // Bind U tex.
    glActiveTexture(GL_TEXTURE0 + 1);
    glBindTexture(GL_TEXTURE_2D, n->texture(1)->texID);
    int uTexLoc = glGetUniformLocationARB(program, "u_texture");
    glUniform1iARB(uTexLoc, 1);
    // Bind V tex.
    glActiveTexture(GL_TEXTURE0 + 2);
    glBindTexture(GL_TEXTURE_2D, n->texture(2)->texID);
    int vTexLoc = glGetUniformLocationARB(program, "v_texture");
    glUniform1iARB(vTexLoc, 2);
    // Set YUV offset.
    int yuvAdjLoc = glGetUniformLocationARB(program, "yuv_adj");
    glUniform3fARB(yuvAdjLoc, -0.0625f, -0.5f, -0.5f);
    // Set YUV matrix.
    int ccMatLoc = glGetUniformLocationARB(program, "cc_matrix");
    glUniformMatrix3fvARB(ccMatLoc, 1, false, yuv2RGB);
  }
  GLint alpha = glGetUniformLocationARB(program, "alpha");
  glUniform1fARB(alpha, 0.9);
}

void ConfigAndActivateShaderForTiling(ContentLayerNode* n) {
  int program = ActivateShader(VERTEX_SHADER_POS_TEX_TRANSFORM,
                               FRAGMENT_SHADER_RGBA_TEX_ALPHA,
                               n->transform());
  GLint texTrans = glGetUniformLocationARB(program, "texTransform");
  glUniform4fARB(texTrans, 0.0, 0.0, 1.0, 1.0);
  GLint alpha = glGetUniformLocationARB(program, "alpha");
  glUniform1fARB(alpha, 0.9);

  g_current_tile_layer_width = n->width();
  g_current_tile_layer_height = n->height();
  g_current_tile_width = n->tile_width();
  g_current_tile_height = n->tile_height();
}

void DeleteShaders() {
  g_active_index = -1;
  glUseProgramObjectARB(0);
  for (int i = 0; i < SHADER_ID_MAX*SHADER_ID_MAX; ++i) {
    if (g_program_objects[i]) {
      glDeleteObjectARB(g_program_objects[i]);
    }
    g_program_objects[i] = 0;
  }
}

void InitBuffers() {
  // Vertex positions and texture coordinates for the 4 corners of a 1x1 quad.
  float vertices[] = { -0.5f,  0.5f, 0.0f, 0.0f,  1.0f,
                       -0.5f, -0.5f, 0.0f, 0.0f,  0.0f,
                       0.5f,  -0.5f, 0.0f, 1.0f,  0.0f,
                       0.5f,   0.5f, 0.0f, 1.0f,  1.0f };
  uint16_t indices[] = { 0, 1, 2, 0, 2, 3};

  glGenBuffers(1, &g_quad_vertices_vbo);
  glGenBuffers(1, &g_quad_elements_vbo);
  glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo);
  glBufferData(GL_ARRAY_BUFFER,
               sizeof(vertices),
               vertices,
               GL_STATIC_DRAW);
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo);
  glBufferData(GL_ELEMENT_ARRAY_BUFFER,
               sizeof(indices),
               indices,
               GL_STATIC_DRAW);
}

void BeginFrame() {
  glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo);
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo);
  unsigned offset = 0;
  glVertexAttribPointer(kPositionLocation,
                        3,
                        GL_FLOAT,
                        false,
                        5 * sizeof(float),
                        reinterpret_cast<void*>(offset));
  offset += 3 * sizeof(float);
  glVertexAttribPointer(kTexCoordLocation,
                        2,
                        GL_FLOAT,
                        false,
                        5 * sizeof(float),
                        reinterpret_cast<void*>(offset));
  glEnableVertexAttribArray(kPositionLocation);
  glEnableVertexAttribArray(kTexCoordLocation);
}

void DrawQuad(float width, float height) {
  float mv_transform[16];
  float proj_transform[16];
  Scale(g_current_layer_transform, mv_transform, width, height, 1.0);
  Project(mv_transform, proj_transform);
  GLint mat = glGetUniformLocationARB(g_program_objects[g_active_index],
                                      "matrix");
  glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform);

  glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
}

void DrawTileQuad(GLuint texID, int x, int y) {
  float left = g_current_tile_width*x;
  float top = g_current_tile_height*y;
  if (left > g_current_tile_layer_width || top > g_current_tile_layer_height)
    return;

  float right = min(left+g_current_tile_width, g_current_tile_layer_width);
  float bottom = min(top+g_current_tile_height, g_current_tile_layer_height);
  float width = right-left;
  float height = bottom-top;

  int prog = g_program_objects[g_active_index];

  // Scale the texture if the full tile rectangle doesn't get drawn.
  float u_scale = width / g_current_tile_width;
  float v_scale = height / g_current_tile_height;
  GLint texTrans = glGetUniformLocationARB(prog, "texTransform");
  glUniform4fARB(texTrans, 0.0, 0.0, u_scale, v_scale);

  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_2D, texID);
  int texLoc = glGetUniformLocationARB(prog, "s_texture");
  glUniform1iARB(texLoc, 0);

  float mv_transform[16];
  float proj_transform[16];
  Scale(g_current_layer_transform, mv_transform, width, height, 1.0);

  // We have to position the tile by its center.
  float center_x = (left+right)/2 - g_current_tile_layer_width/2;
  float center_y = (top+bottom)/2 - g_current_tile_layer_height/2;
  TranslateInPlace(mv_transform, center_x, center_y, 0.0);

  Project(mv_transform, proj_transform);
  GLint mat = glGetUniformLocationARB(prog, "matrix");
  glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform);

  glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
}


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