Commit 935ff6ca authored by reveman@chromium.org's avatar reveman@chromium.org

gpu: Optimize and cleanup shader code used for CHROMIUM_copy_texture.

Removes all dependent texture lookups and makes sure we're not using
unnecessarily high precision for texture coordinates.

BUG=269808

Review URL: https://codereview.chromium.org/257803011

git-svn-id: svn://svn.chromium.org/chrome/trunk/src@266801 0039d316-1c4b-4281-b951-d872f2087c98
parent 8f73bc9e
......@@ -4,15 +4,19 @@
#include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h"
#include <string.h>
#include <algorithm>
#include "base/basictypes.h"
#include "gpu/command_buffer/common/types.h"
#include "gpu/command_buffer/service/gl_utils.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
#define SHADER(src) \
"#ifdef GL_ES\n" \
"precision mediump float;\n" \
#define SHADER(src) \
"#ifdef GL_ES\n" \
"precision mediump float;\n" \
"#define TexCoordPrecision mediump\n" \
"#else\n" \
"#define TexCoordPrecision\n" \
"#endif\n" #src
#define SHADER_2D(src) \
"#define SamplerType sampler2D\n" \
......@@ -21,135 +25,133 @@
"#extension GL_OES_EGL_image_external : require\n" \
"#define SamplerType samplerExternalOES\n" \
"#define TextureLookup texture2D\n" SHADER(src)
#define SHADERS(src) \
{ SHADER_2D(src), SHADER_EXTERNAL_OES(src) }
#define FRAGMENT_SHADERS(src) \
SHADER_2D(src), SHADER_EXTERNAL_OES(src)
namespace {
const GLfloat kQuadVertices[] = { -1.0f, -1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f };
enum ShaderId {
SHADER_COPY_TEXTURE,
SHADER_COPY_TEXTURE_FLIP_Y,
SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA,
SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA,
SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIP_Y,
SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_FLIP_Y,
NUM_SHADERS,
enum VertexShaderId {
VERTEX_SHADER_COPY_TEXTURE,
VERTEX_SHADER_COPY_TEXTURE_FLIP_Y,
NUM_VERTEX_SHADERS,
};
enum SamplerId {
SAMPLER_TEXTURE_2D,
SAMPLER_TEXTURE_EXTERNAL_OES,
NUM_SAMPLERS,
enum FragmentShaderId {
FRAGMENT_SHADER_COPY_TEXTURE_2D,
FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES,
FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_2D,
FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_EXTERNAL_OES,
FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_2D,
FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_EXTERNAL_OES,
NUM_FRAGMENT_SHADERS,
};
const char* vertex_shader_source =
const char* vertex_shader_source[NUM_VERTEX_SHADERS] = {
// VERTEX_SHADER_COPY_TEXTURE
SHADER(
uniform mat4 u_matrix;
attribute vec4 a_position;
varying vec2 v_uv;
varying TexCoordPrecision vec2 v_uv;
void main(void) {
gl_Position = u_matrix * a_position;
v_uv = a_position.xy * 0.5 + vec2(0.5, 0.5);
});
const char* fragment_shader_source[NUM_SHADERS][NUM_SAMPLERS] = {
// SHADER_COPY_TEXTURE
SHADERS(
uniform SamplerType u_texSampler;
varying vec2 v_uv;
void main(void) {
gl_FragColor = TextureLookup(u_texSampler, v_uv.st);
}),
// SHADER_COPY_TEXTURE_FLIP_Y
SHADERS(
uniform SamplerType u_texSampler;
varying vec2 v_uv;
void main(void) {
gl_FragColor = TextureLookup(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t));
v_uv = a_position.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5);
}),
// SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA
SHADERS(
uniform SamplerType u_texSampler;
varying vec2 v_uv;
// VERTEX_SHADER_COPY_TEXTURE_FLIP_Y
SHADER(
uniform mat4 u_matrix;
attribute vec4 a_position;
varying TexCoordPrecision vec2 v_uv;
void main(void) {
gl_FragColor = TextureLookup(u_texSampler, v_uv.st);
gl_FragColor.rgb *= gl_FragColor.a;
gl_Position = u_matrix * a_position;
v_uv = a_position.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5);
}),
// SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA
SHADERS(
uniform SamplerType u_texSampler;
varying vec2 v_uv;
};
const char* fragment_shader_source[NUM_FRAGMENT_SHADERS] = {
// FRAGMENT_SHADER_COPY_TEXTURE_*
FRAGMENT_SHADERS(
uniform SamplerType u_sampler;
varying TexCoordPrecision vec2 v_uv;
void main(void) {
gl_FragColor = TextureLookup(u_texSampler, v_uv.st);
if (gl_FragColor.a > 0.0)
gl_FragColor.rgb /= gl_FragColor.a;
gl_FragColor = TextureLookup(u_sampler, v_uv.st);
}),
// SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIP_Y
SHADERS(
uniform SamplerType u_texSampler;
varying vec2 v_uv;
// FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_*
FRAGMENT_SHADERS(
uniform SamplerType u_sampler;
varying TexCoordPrecision vec2 v_uv;
void main(void) {
gl_FragColor = TextureLookup(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t));
gl_FragColor = TextureLookup(u_sampler, v_uv.st);
gl_FragColor.rgb *= gl_FragColor.a;
}),
// SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_FLIP_Y
SHADERS(
uniform SamplerType u_texSampler;
varying vec2 v_uv;
// FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_*
FRAGMENT_SHADERS(
uniform SamplerType u_sampler;
varying TexCoordPrecision vec2 v_uv;
void main(void) {
gl_FragColor = TextureLookup(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t));
gl_FragColor = TextureLookup(u_sampler, v_uv.st);
if (gl_FragColor.a > 0.0)
gl_FragColor.rgb /= gl_FragColor.a;
}),
};
// Returns the correct shader id to evaluate the copy operation for
// the CHROMIUM_flipy and premultiply alpha pixel store settings.
ShaderId GetShaderId(bool flip_y,
bool premultiply_alpha,
bool unpremultiply_alpha) {
// If both pre-multiply and unpremultiply are requested, then perform no
// alpha manipulation.
if (premultiply_alpha && unpremultiply_alpha) {
premultiply_alpha = false;
unpremultiply_alpha = false;
}
// bit 0: Flip_y
// bit 1: Premult
// bit 2: Unpremult
static ShaderId shader_ids[] = {
SHADER_COPY_TEXTURE,
SHADER_COPY_TEXTURE_FLIP_Y, // F
SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA, // P
SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIP_Y, // F P
SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA, // U
SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_FLIP_Y, // F U
SHADER_COPY_TEXTURE, // P U
SHADER_COPY_TEXTURE_FLIP_Y, // F P U
// Returns the correct vertex shader id to evaluate the copy operation for
// the CHROMIUM_flipy setting.
VertexShaderId GetVertexShaderId(bool flip_y) {
// bit 0: flip y
static VertexShaderId shader_ids[] = {
VERTEX_SHADER_COPY_TEXTURE,
VERTEX_SHADER_COPY_TEXTURE_FLIP_Y,
};
unsigned index = (flip_y ? (1 << 0) : 0) |
(premultiply_alpha ? (1 << 1) : 0) |
(unpremultiply_alpha ? (1 << 2) : 0);
unsigned index = flip_y ? 1 : 0;
return shader_ids[index];
}
SamplerId GetSamplerId(GLenum source_target) {
switch (source_target) {
// Returns the correct fragment shader id to evaluate the copy operation for
// the premultiply alpha pixel store settings and target.
FragmentShaderId GetFragmentShaderId(bool premultiply_alpha,
bool unpremultiply_alpha,
GLenum target) {
enum {
SAMPLER_2D,
SAMPLER_EXTERNAL_OES,
NUM_SAMPLERS
};
// bit 0: premultiply alpha
// bit 1: unpremultiply alpha
static FragmentShaderId shader_ids[][NUM_SAMPLERS] = {
{
FRAGMENT_SHADER_COPY_TEXTURE_2D,
FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES,
},
{
FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_2D,
FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_EXTERNAL_OES,
},
{
FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_2D,
FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_EXTERNAL_OES,
},
{
FRAGMENT_SHADER_COPY_TEXTURE_2D,
FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES,
}};
unsigned index = (premultiply_alpha ? (1 << 0) : 0) |
(unpremultiply_alpha ? (1 << 1) : 0);
switch (target) {
case GL_TEXTURE_2D:
return SAMPLER_TEXTURE_2D;
return shader_ids[index][SAMPLER_2D];
case GL_TEXTURE_EXTERNAL_OES:
return SAMPLER_TEXTURE_EXTERNAL_OES;
return shader_ids[index][SAMPLER_EXTERNAL_OES];
default:
break;
}
NOTREACHED();
return SAMPLER_TEXTURE_2D;
return shader_ids[index][SAMPLER_2D];
}
void CompileShader(GLuint shader, const char* shader_source) {
......@@ -163,13 +165,21 @@ void CompileShader(GLuint shader, const char* shader_source) {
#endif
}
void DeleteShader(GLuint shader) {
if (shader)
glDeleteShader(shader);
}
} // namespace
namespace gpu {
CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager()
: initialized_(false), buffer_id_(0), framebuffer_(0), vertex_shader_(0) {
}
: initialized_(false),
vertex_shaders_(NUM_VERTEX_SHADERS, 0u),
fragment_shaders_(NUM_FRAGMENT_SHADERS, 0u),
buffer_id_(0u),
framebuffer_(0u) {}
CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {}
......@@ -182,14 +192,15 @@ void CopyTextureCHROMIUMResourceManager::Initialize(
// Initialize all of the GPU resources required to perform the copy.
glGenBuffersARB(1, &buffer_id_);
glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices,
GL_STATIC_DRAW);
const GLfloat kQuadVertices[] = {-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f};
glBufferData(
GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
glGenFramebuffersEXT(1, &framebuffer_);
vertex_shader_ = glCreateShader(GL_VERTEX_SHADER);
CompileShader(vertex_shader_, vertex_shader_source);
decoder->RestoreBufferBindings();
initialized_ = true;
......@@ -201,7 +212,10 @@ void CopyTextureCHROMIUMResourceManager::Destroy() {
glDeleteFramebuffersEXT(1, &framebuffer_);
glDeleteShader(vertex_shader_);
std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader);
std::for_each(
fragment_shaders_.begin(), fragment_shaders_.end(), DeleteShader);
for (ProgramMap::const_iterator it = programs_.begin(); it != programs_.end();
++it) {
const ProgramInfo& info = it->second;
......@@ -253,19 +267,30 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform(
return;
}
ShaderId shader_id =
GetShaderId(flip_y, premultiply_alpha, unpremultiply_alpha);
SamplerId sampler_id = GetSamplerId(source_target);
VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y);
DCHECK_LT(static_cast<size_t>(vertex_shader_id), vertex_shaders_.size());
GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id];
if (!*vertex_shader) {
*vertex_shader = glCreateShader(GL_VERTEX_SHADER);
CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]);
}
FragmentShaderId fragment_shader_id = GetFragmentShaderId(
premultiply_alpha, unpremultiply_alpha, source_target);
DCHECK_LT(static_cast<size_t>(fragment_shader_id), fragment_shaders_.size());
GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id];
if (!*fragment_shader) {
*fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
CompileShader(*fragment_shader, fragment_shader_source[fragment_shader_id]);
}
ProgramMapKey key(shader_id, sampler_id);
ProgramMapKey key(vertex_shader_id, fragment_shader_id);
ProgramInfo* info = &programs_[key];
// Create program if necessary.
if (!info->program) {
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
CompileShader(shader, fragment_shader_source[shader_id][sampler_id]);
info->program = glCreateProgram();
glAttachShader(info->program, vertex_shader_);
glAttachShader(info->program, shader);
glAttachShader(info->program, *vertex_shader);
glAttachShader(info->program, *fragment_shader);
glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position");
glLinkProgram(info->program);
#ifndef NDEBUG
......@@ -274,10 +299,8 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform(
if (!linked)
DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure.";
#endif
info->sampler_locations =
glGetUniformLocation(info->program, "u_texSampler");
info->matrix_handle = glGetUniformLocation(info->program, "u_matrix");
glDeleteShader(shader);
info->sampler_handle = glGetUniformLocation(info->program, "u_sampler");
}
glUseProgram(info->program);
......@@ -315,10 +338,9 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform(
glEnableVertexAttribArray(kVertexPositionAttrib);
glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
glVertexAttribPointer(kVertexPositionAttrib, 4, GL_FLOAT, GL_FALSE,
4 * sizeof(GLfloat), 0);
glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glUniform1i(info->sampler_locations, 0);
glUniform1i(info->sampler_handle, 0);
glBindTexture(source_target, source_id);
glTexParameterf(source_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
......@@ -349,5 +371,4 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform(
decoder->RestoreGlobalState();
}
} // namespace
} // namespace gpu
......@@ -5,6 +5,8 @@
#ifndef GPU_COMMAND_BUFFER_SERVICE_GLES2_CMD_COPY_TEXTURE_CHROMIUM_H_
#define GPU_COMMAND_BUFFER_SERVICE_GLES2_CMD_COPY_TEXTURE_CHROMIUM_H_
#include <vector>
#include "base/containers/hash_tables.h"
#include "gpu/command_buffer/service/gl_utils.h"
#include "gpu/gpu_export.h"
......@@ -48,20 +50,22 @@ class GPU_EXPORT CopyTextureCHROMIUMResourceManager {
private:
struct ProgramInfo {
ProgramInfo() : program(0u), matrix_handle(0u), sampler_locations(0u) {}
ProgramInfo() : program(0u), matrix_handle(0u), sampler_handle(0u) {}
GLuint program;
GLuint matrix_handle;
GLuint sampler_locations;
GLuint sampler_handle;
};
bool initialized_;
typedef std::vector<GLuint> ShaderVector;
ShaderVector vertex_shaders_;
ShaderVector fragment_shaders_;
typedef std::pair<int, int> ProgramMapKey;
typedef base::hash_map<ProgramMapKey, ProgramInfo> ProgramMap;
ProgramMap programs_;
GLuint buffer_id_;
GLuint framebuffer_;
GLuint vertex_shader_;
DISALLOW_COPY_AND_ASSIGN(CopyTextureCHROMIUMResourceManager);
};
......@@ -69,5 +73,3 @@ class GPU_EXPORT CopyTextureCHROMIUMResourceManager {
} // namespace gpu.
#endif // GPU_COMMAND_BUFFER_SERVICE_GLES2_CMD_COPY_TEXTURE_CHROMIUM_H_
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