This source file includes following definitions.
- main
 
- main
 
- main
 
- main
 
- main
 
- main
 
- CompileShaderGLSL
 
- CompileAndLinkProgram
 
- Reset
 
- UseBlitProgram
 
- UseSolidWhiteProgram
 
- UseRGBToYV12Program
 
- SetOutputFormatForTesting
 
- GetShaderProgram
 
- BindUniformTextureVariable
 
- BindUniformTexelScaleXVariable
 
#include "content/browser/renderer_host/compositing_iosurface_shader_programs_mac.h"
#include <string>
#include <OpenGL/gl.h>
#include "base/basictypes.h"
#include "base/debug/trace_event.h"
#include "base/logging.h"
#include "base/memory/scoped_ptr.h"
#include "base/values.h"
#include "content/browser/gpu/gpu_data_manager_impl.h"
#include "gpu/config/gpu_driver_bug_workaround_type.h"
namespace content {
namespace {
#define GLSL_PROGRAM_AS_STRING(shader_code) #shader_code
const char kVersionDirective[] = "#version 120\n";
const char kOutputSwizzleMacroNormal[] = "#define OUTPUT_PIXEL_ORDERING bgra\n";
const char kOutputSwizzleMacroSwapRB[] = "#define OUTPUT_PIXEL_ORDERING rgba\n";
const char kvsBlit[] = GLSL_PROGRAM_AS_STRING(
    varying vec2 texture_coord;
    void main() {
      gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
      texture_coord = gl_MultiTexCoord0.xy;
    }
);
const char kfsBlit[] = GLSL_PROGRAM_AS_STRING(
    uniform sampler2DRect texture_;
    varying vec2 texture_coord;
    void main() {
      gl_FragColor = vec4(texture2DRect(texture_, texture_coord).rgb, 1.0);
    }
);
const char kvsSolidWhite[] = GLSL_PROGRAM_AS_STRING(
    void main() {
      gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    }
);
const char kfsSolidWhite[] = GLSL_PROGRAM_AS_STRING(
    void main() {
      gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
    }
);
const char kRGBtoYV12_vsFetch4Pixels[] = GLSL_PROGRAM_AS_STRING(
    uniform float texel_scale_x_;
    varying vec2 texture_coord0;
    varying vec2 texture_coord1;
    varying vec2 texture_coord2;
    varying vec2 texture_coord3;
    void main() {
      gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
      vec2 texcoord_base = gl_MultiTexCoord0.xy;
      vec2 one_texel_x = vec2(texel_scale_x_, 0.0);
      texture_coord0 = texcoord_base - 1.5 * one_texel_x;
      texture_coord1 = texcoord_base - 0.5 * one_texel_x;
      texture_coord2 = texcoord_base + 0.5 * one_texel_x;
      texture_coord3 = texcoord_base + 1.5 * one_texel_x;
    }
);
const char kRGBtoYV12_fsConvertRGBtoY8UV44[] = GLSL_PROGRAM_AS_STRING(
    const vec3 rgb_to_y = vec3(0.257, 0.504, 0.098);
    const vec3 rgb_to_u = vec3(-0.148, -0.291, 0.439);
    const vec3 rgb_to_v = vec3(0.439, -0.368, -0.071);
    const float y_bias = 0.0625;
    const float uv_bias = 0.5;
    uniform sampler2DRect texture_;
    varying vec2 texture_coord0;
    varying vec2 texture_coord1;
    varying vec2 texture_coord2;
    varying vec2 texture_coord3;
    void main() {
      
      vec3 pixel0 = texture2DRect(texture_, texture_coord0).rgb;
      vec3 pixel1 = texture2DRect(texture_, texture_coord1).rgb;
      vec3 pixel2 = texture2DRect(texture_, texture_coord2).rgb;
      vec3 pixel3 = texture2DRect(texture_, texture_coord3).rgb;
      
      vec4 yyyy = vec4(dot(pixel0, rgb_to_y),
                       dot(pixel1, rgb_to_y),
                       dot(pixel2, rgb_to_y),
                       dot(pixel3, rgb_to_y)) + y_bias;
      
      
      
      
      vec3 blended_pixel0 = pixel0 + pixel1;
      vec3 blended_pixel1 = pixel2 + pixel3;
      vec2 uu = vec2(dot(blended_pixel0, rgb_to_u),
                     dot(blended_pixel1, rgb_to_u)) / 2.0;
      vec2 vv = vec2(dot(blended_pixel0, rgb_to_v),
                     dot(blended_pixel1, rgb_to_v)) / 2.0;
      gl_FragData[0] = yyyy.OUTPUT_PIXEL_ORDERING;
      gl_FragData[1] = vec4(uu, vv) + uv_bias;
    }
);
const char kRGBtoYV12_vsFetch2Pixels[] = GLSL_PROGRAM_AS_STRING(
    varying vec2 texture_coord0;
    varying vec2 texture_coord1;
    void main() {
      gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
      vec2 texcoord_base = gl_MultiTexCoord0.xy;
      texture_coord0 = texcoord_base - vec2(0.5, 0.0);
      texture_coord1 = texcoord_base + vec2(0.5, 0.0);
    }
);
const char kRGBtoYV12_fsConvertUV44toU2V2[] = GLSL_PROGRAM_AS_STRING(
    uniform sampler2DRect texture_;
    varying vec2 texture_coord0;
    varying vec2 texture_coord1;
    void main() {
      
      
      
      vec4 lo_uuvv = texture2DRect(texture_, texture_coord0);
      vec4 hi_uuvv = texture2DRect(texture_, texture_coord1);
      gl_FragData[0] = vec4(lo_uuvv.rg, hi_uuvv.rg).OUTPUT_PIXEL_ORDERING;
      gl_FragData[1] = vec4(lo_uuvv.ba, hi_uuvv.ba).OUTPUT_PIXEL_ORDERING;
    }
);
enum ShaderProgram {
  SHADER_PROGRAM_BLIT = 0,
  SHADER_PROGRAM_SOLID_WHITE,
  SHADER_PROGRAM_RGB_TO_YV12__1_OF_2,
  SHADER_PROGRAM_RGB_TO_YV12__2_OF_2,
  NUM_SHADER_PROGRAMS
};
const char* kVertexShaderSourceCodeMap[] = {
  
  kvsBlit,
  
  kvsSolidWhite,
  
  kRGBtoYV12_vsFetch4Pixels,
  
  kRGBtoYV12_vsFetch2Pixels,
};
const char* kFragmentShaderSourceCodeMap[] = {
  
  kfsBlit,
  
  kfsSolidWhite,
  
  kRGBtoYV12_fsConvertRGBtoY8UV44,
  
  kRGBtoYV12_fsConvertUV44toU2V2,
};
GLuint CompileShaderGLSL(ShaderProgram shader_program, GLenum shader_type,
                         bool output_swap_rb) {
  TRACE_EVENT2("gpu", "CompileShaderGLSL",
               "program", shader_program,
               "type", shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment");
  DCHECK_GE(shader_program, 0);
  DCHECK_LT(shader_program, NUM_SHADER_PROGRAMS);
  const GLuint shader = glCreateShader(shader_type);
  DCHECK_NE(shader, 0u);
  
  if (shader_type == GL_VERTEX_SHADER) {
    const GLchar* source_snippets[] = {
      kVersionDirective,
      kVertexShaderSourceCodeMap[shader_program],
    };
    glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL);
  } else {
    DCHECK(shader_type == GL_FRAGMENT_SHADER);
    const GLchar* source_snippets[] = {
      kVersionDirective,
      output_swap_rb ? kOutputSwizzleMacroSwapRB : kOutputSwizzleMacroNormal,
      kFragmentShaderSourceCodeMap[shader_program],
    };
    glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL);
  }
  glCompileShader(shader);
  
  
  GLint error;
  glGetShaderiv(shader, GL_COMPILE_STATUS, &error);
  if (error != GL_TRUE) {
#ifndef NDEBUG
    static const int kMaxInfoLogLength = 8192;
    scoped_ptr<char[]> buffer(new char[kMaxInfoLogLength]);
    GLsizei length_returned = 0;
    glGetShaderInfoLog(shader, kMaxInfoLogLength - 1, &length_returned,
                       buffer.get());
    buffer[kMaxInfoLogLength - 1] = '\0';
    DLOG(ERROR) << "Failed to compile "
                << (shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment")
                << " shader for program " << shader_program << ":\n"
                << buffer.get()
                << (length_returned >= kMaxInfoLogLength ?
                        "\n*** TRUNCATED! ***" : "");
#endif
    glDeleteShader(shader);
    return 0;
  }
  
  return shader;
}
GLuint CompileAndLinkProgram(ShaderProgram which, bool output_swap_rb) {
  TRACE_EVENT1("gpu", "CompileAndLinkProgram", "program", which);
  
  const GLuint vertex_shader =
      CompileShaderGLSL(which, GL_VERTEX_SHADER, false);
  const GLuint fragment_shader =
      CompileShaderGLSL(which, GL_FRAGMENT_SHADER, output_swap_rb);
  const GLuint program = glCreateProgram();
  DCHECK_NE(program, 0u);
  glAttachShader(program, vertex_shader);
  glAttachShader(program, fragment_shader);
  glLinkProgram(program);
  
  
  glDeleteShader(vertex_shader);
  glDeleteShader(fragment_shader);
  
  GLint error = GL_FALSE;
  glGetProgramiv(program, GL_LINK_STATUS, &error);
  if (error != GL_TRUE) {
    glDeleteProgram(program);
    return 0;
  }
  return program;
}
}  
CompositingIOSurfaceShaderPrograms::CompositingIOSurfaceShaderPrograms()
    : rgb_to_yv12_output_format_(GL_BGRA) {
  COMPILE_ASSERT(kNumShaderPrograms == NUM_SHADER_PROGRAMS,
                 header_constant_disagrees_with_enum);
  COMPILE_ASSERT(arraysize(kVertexShaderSourceCodeMap) == NUM_SHADER_PROGRAMS,
                 vertex_shader_source_code_map_incorrect_size);
  COMPILE_ASSERT(arraysize(kFragmentShaderSourceCodeMap) == NUM_SHADER_PROGRAMS,
                 fragment_shader_source_code_map_incorrect_size);
  memset(shader_programs_, 0, sizeof(shader_programs_));
  for (size_t i = 0; i < arraysize(texture_var_locations_); ++i)
    texture_var_locations_[i] = -1;
  for (size_t i = 0; i < arraysize(texel_scale_x_var_locations_); ++i)
    texel_scale_x_var_locations_[i] = -1;
  
  
  
  GpuDataManagerImpl* const manager = GpuDataManagerImpl::GetInstance();
  if (manager) {
    base::ListValue workarounds;
    manager->GetDriverBugWorkarounds(&workarounds);
    base::ListValue::const_iterator it = workarounds.Find(
        base::StringValue(gpu::GpuDriverBugWorkaroundTypeToString(
            gpu::SWIZZLE_RGBA_FOR_ASYNC_READPIXELS)));
    if (it != workarounds.end())
      rgb_to_yv12_output_format_ = GL_RGBA;
  }
  DVLOG(1) << "Using RGBToYV12 fragment shader output format: "
           << (rgb_to_yv12_output_format_ == GL_BGRA ? "BGRA" : "RGBA");
}
CompositingIOSurfaceShaderPrograms::~CompositingIOSurfaceShaderPrograms() {
#ifndef NDEBUG
  for (size_t i = 0; i < arraysize(shader_programs_); ++i)
    DCHECK_EQ(shader_programs_[i], 0u) << "Failed to call Reset().";
#endif
}
void CompositingIOSurfaceShaderPrograms::Reset() {
  for (size_t i = 0; i < arraysize(shader_programs_); ++i) {
    if (shader_programs_[i] != 0u) {
      glDeleteProgram(shader_programs_[i]);
      shader_programs_[i] = 0u;
    }
  }
  for (size_t i = 0; i < arraysize(texture_var_locations_); ++i)
    texture_var_locations_[i] = -1;
  for (size_t i = 0; i < arraysize(texel_scale_x_var_locations_); ++i)
    texel_scale_x_var_locations_[i] = -1;
}
bool CompositingIOSurfaceShaderPrograms::UseBlitProgram() {
  const GLuint program = GetShaderProgram(SHADER_PROGRAM_BLIT);
  if (program == 0u)
    return false;
  glUseProgram(program);
  BindUniformTextureVariable(SHADER_PROGRAM_BLIT, 0);
  return true;
}
bool CompositingIOSurfaceShaderPrograms::UseSolidWhiteProgram() {
  const GLuint program = GetShaderProgram(SHADER_PROGRAM_SOLID_WHITE);
  if (program == 0u)
    return false;
  glUseProgram(program);
  return true;
}
bool CompositingIOSurfaceShaderPrograms::UseRGBToYV12Program(
    int pass_number, float texel_scale_x) {
  const int which = SHADER_PROGRAM_RGB_TO_YV12__1_OF_2 + pass_number - 1;
  DCHECK_GE(which, SHADER_PROGRAM_RGB_TO_YV12__1_OF_2);
  DCHECK_LE(which, SHADER_PROGRAM_RGB_TO_YV12__2_OF_2);
  const GLuint program = GetShaderProgram(which);
  if (program == 0u)
    return false;
  glUseProgram(program);
  BindUniformTextureVariable(which, 0);
  if (which == SHADER_PROGRAM_RGB_TO_YV12__1_OF_2) {
    BindUniformTexelScaleXVariable(which, texel_scale_x);
  } else {
    
    
    
    DCHECK_EQ(texel_scale_x, 1.0f);
  }
  return true;
}
void CompositingIOSurfaceShaderPrograms::SetOutputFormatForTesting(
    GLenum format) {
  rgb_to_yv12_output_format_ = format;
  Reset();
}
GLuint CompositingIOSurfaceShaderPrograms::GetShaderProgram(int which) {
  if (shader_programs_[which] == 0u) {
    shader_programs_[which] =
        CompileAndLinkProgram(static_cast<ShaderProgram>(which),
                              rgb_to_yv12_output_format_ == GL_RGBA);
    DCHECK_NE(shader_programs_[which], 0u)
        << "Failed to create ShaderProgram " << which;
  }
  return shader_programs_[which];
}
void CompositingIOSurfaceShaderPrograms::BindUniformTextureVariable(
    int which, int texture_unit_offset) {
  if (texture_var_locations_[which] == -1) {
    texture_var_locations_[which] =
        glGetUniformLocation(GetShaderProgram(which), "texture_");
    DCHECK_NE(texture_var_locations_[which], -1)
        << "Failed to find location of uniform variable: texture_";
  }
  glUniform1i(texture_var_locations_[which], texture_unit_offset);
}
void CompositingIOSurfaceShaderPrograms::BindUniformTexelScaleXVariable(
    int which, float texel_scale_x) {
  if (texel_scale_x_var_locations_[which] == -1) {
    texel_scale_x_var_locations_[which] =
        glGetUniformLocation(GetShaderProgram(which), "texel_scale_x_");
    DCHECK_NE(texel_scale_x_var_locations_[which], -1)
        << "Failed to find location of uniform variable: texel_scale_x_";
  }
  glUniform1f(texel_scale_x_var_locations_[which], texel_scale_x);
}
}