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// Copyright (c) 2016 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/command_buffer/service/gles2_cmd_srgb_converter.h"
#include "gpu/command_buffer/service/texture_manager.h"
#include "ui/gl/gl_version_info.h"
namespace {
void CompileShader(GLuint shader, const char* shader_source) {
glShaderSource(shader, 1, &shader_source, 0);
glCompileShader(shader);
#ifndef NDEBUG
GLint compile_status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
if (GL_TRUE != compile_status)
DLOG(ERROR) << "CopyTexImage: shader compilation failure.";
#endif
}
} // anonymous namespace
namespace gpu {
namespace gles2 {
SRGBConverter::SRGBConverter(
const gles2::FeatureInfo* feature_info)
: feature_info_(feature_info) {
}
SRGBConverter::~SRGBConverter() {}
void SRGBConverter::InitializeSRGBConverterProgram() {
if (srgb_converter_program_) {
return;
}
srgb_converter_program_ = glCreateProgram();
// Compile the vertex shader
const char* vs_source =
"#version 150\n"
"out vec2 v_texcoord;\n"
"\n"
"void main()\n"
"{\n"
" const vec2 quad_positions[6] = vec2[6]\n"
" (\n"
" vec2(0.0f, 0.0f),\n"
" vec2(0.0f, 1.0f),\n"
" vec2(1.0f, 0.0f),\n"
"\n"
" vec2(0.0f, 1.0f),\n"
" vec2(1.0f, 0.0f),\n"
" vec2(1.0f, 1.0f)\n"
" );\n"
"\n"
" vec2 xy = vec2((quad_positions[gl_VertexID] * 2.0) - 1.0);\n"
" gl_Position = vec4(xy, 0.0, 1.0);\n"
" v_texcoord = quad_positions[gl_VertexID];\n"
"}\n";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
CompileShader(vs, vs_source);
glAttachShader(srgb_converter_program_, vs);
glDeleteShader(vs);
// Compile the fragment shader
// Sampling texels from a srgb texture to a linear image, it will convert
// the srgb color space to linear color space automatically as a part of
// filtering. See the section <sRGB Texture Color Conversion> in GLES and
// OpenGL spec. So during decoding, we don't need to use the equation to
// explicitly decode srgb to linear in fragment shader.
// Drawing to a srgb image, it will convert linear to srgb automatically.
// See the section <sRGB Conversion> in GLES and OpenGL spec. So during
// encoding, we don't need to use the equation to explicitly encode linear
// to srgb in fragment shader.
// As a result, we just use a simple fragment shader to do srgb conversion.
const char* fs_source =
"#version 150\n"
"uniform sampler2D u_source_texture;\n"
"in vec2 v_texcoord;\n"
"out vec4 output_color;\n"
"\n"
"void main()\n"
"{\n"
" vec4 c = texture(u_source_texture, v_texcoord);\n"
" output_color = c;\n"
"}\n";
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
CompileShader(fs, fs_source);
glAttachShader(srgb_converter_program_, fs);
glDeleteShader(fs);
glLinkProgram(srgb_converter_program_);
#ifndef NDEBUG
GLint linked = 0;
glGetProgramiv(srgb_converter_program_, GL_LINK_STATUS, &linked);
if (!linked) {
DLOG(ERROR) << "BlitFramebuffer: program link failure.";
}
#endif
GLuint texture_uniform =
glGetUniformLocation(srgb_converter_program_, "u_source_texture");
glUseProgram(srgb_converter_program_);
glUniform1i(texture_uniform, 0);
}
void SRGBConverter::InitializeSRGBConverter(
const gles2::GLES2Decoder* decoder) {
if (srgb_converter_initialized_) {
return;
}
InitializeSRGBConverterProgram();
glGenTextures(
srgb_converter_textures_.size(), srgb_converter_textures_.data());
glActiveTexture(GL_TEXTURE0);
for (auto srgb_converter_texture : srgb_converter_textures_) {
glBindTexture(GL_TEXTURE_2D, srgb_converter_texture);
// Use linear, non-mipmapped sampling with the srgb converter texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glGenFramebuffersEXT(1, &srgb_decoder_fbo_);
glGenFramebuffersEXT(1, &srgb_encoder_fbo_);
glGenVertexArraysOES(1, &srgb_converter_vao_);
decoder->RestoreTextureUnitBindings(0);
decoder->RestoreActiveTexture();
decoder->RestoreProgramBindings();
srgb_converter_initialized_ = true;
}
void SRGBConverter::Destroy() {
if (srgb_converter_initialized_) {
glDeleteTextures(srgb_converter_textures_.size(),
srgb_converter_textures_.data());
srgb_converter_textures_.fill(0);
glDeleteFramebuffersEXT(1, &srgb_decoder_fbo_);
srgb_decoder_fbo_ = 0;
glDeleteFramebuffersEXT(1, &srgb_encoder_fbo_);
srgb_encoder_fbo_ = 0;
glDeleteVertexArraysOES(1, &srgb_converter_vao_);
srgb_converter_vao_ = 0;
glDeleteProgram(srgb_converter_program_);
srgb_converter_program_ = 0;
srgb_converter_initialized_ = false;
}
}
void SRGBConverter::Blit(
const gles2::GLES2Decoder* decoder,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter,
const gfx::Size& framebuffer_size,
GLuint src_framebuffer,
GLenum src_framebuffer_internal_format,
GLenum src_framebuffer_format,
GLenum src_framebuffer_type,
GLuint dst_framebuffer,
bool decode,
bool encode,
bool enable_scissor_test) {
// This function blits srgb image in src fb to srgb image in dst fb.
// The steps are:
// 1) Copy and crop pixels from source srgb image to the 1st texture(srgb).
// 2) Sampling from the 1st texture and drawing to the 2nd texture(linear).
// During this step, color space is converted from srgb to linear.
// 3) Blit pixels from the 2nd texture to the 3rd texture(linear).
// 4) Sampling from the 3rd texture and drawing to the dst image(srgb).
// During this step, color space is converted from linear to srgb.
// If we need to blit from linear to srgb or vice versa, some steps will be
// skipped.
DCHECK(srgb_converter_initialized_);
// Use RGBA32F as the temp texture's internalformat to prevent precision
// loss during srgb conversion. But it is not color-renderable and
// texture-filterable in ES context.
DCHECK(!feature_info_->gl_version_info().is_es);
// Set the states
glActiveTexture(GL_TEXTURE0);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glDisable(GL_DITHER);
// Copy the image from read buffer to the 1st texture(srgb).
// TODO(yunchao) If the read buffer is a fbo texture, we can sample
// directly from that texture. In this way, we can save gpu memory.
GLuint width_read = 0, height_read = 0, xoffset = 0, yoffset = 0;
if (decode) {
glBindFramebufferEXT(GL_FRAMEBUFFER, src_framebuffer);
glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[0]);
// We should not copy pixels outside of the read framebuffer. If we read
// these pixels, they would become in-bound during BlitFramebuffer. However,
// Out-of-bounds pixels will be initialized to 0 in CopyTexSubImage.
// But they should read as if the GL_CLAMP_TO_EDGE texture mapping mode
// were applied during BlitFramebuffer when the filter is GL_LINEAR.
GLuint x = srcX1 > srcX0 ? srcX0 : srcX1;
GLuint y = srcY1 > srcY0 ? srcY0 : srcY1;
width_read = srcX1 > srcX0 ? srcX1 - srcX0 : srcX0 - srcX1;
height_read = srcY1 > srcY0 ? srcY1 - srcY0 : srcY0 - srcY1;
gfx::Rect c(0, 0, framebuffer_size.width(), framebuffer_size.height());
c.Intersect(gfx::Rect(x, y, width_read, height_read));
xoffset = c.x() - x;
yoffset = c.y() - y;
glCopyTexImage2D(GL_TEXTURE_2D, 0, src_framebuffer_internal_format,
c.x(), c.y(), c.width(), c.height(), 0);
// Make a temporary linear texture as the 2nd texture, where we
// render the converted (srgb to linear) result to.
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F,
c.width(), c.height(),
0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindFramebufferEXT(GL_FRAMEBUFFER, srgb_decoder_fbo_);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, srgb_converter_textures_[1], 0);
// Sampling from the 1st texture(srgb) and drawing to the
// 2nd texture(linear),
glUseProgram(srgb_converter_program_);
glViewport(0, 0, width_read, height_read);
glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[0]);
glBindVertexArrayOES(srgb_converter_vao_);
glDrawArrays(GL_TRIANGLES, 0, 6);
} else {
// Set approriate read framebuffer if decoding is skipped.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, src_framebuffer);
}
// Create the 3rd texture(linear) as encoder_fbo's draw buffer. But we can
// reuse the 1st texture and re-allocate the image. Then Blit framebuffer
// from the 2nd texture(linear) to the 3rd texture. Filtering is done
// during bliting. Note that the src and dst coordinates may be reversed.
GLuint width_draw = 0, height_draw = 0;
if (encode) {
glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[0]);
width_draw = dstX1 > dstX0 ? dstX1 - dstX0 : dstX0 - dstX1;
height_draw = dstY1 > dstY0 ? dstY1 - dstY0 : dstY0 - dstY1;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glTexImage2D(
GL_TEXTURE_2D, 0, decode ? GL_RGBA32F : src_framebuffer_internal_format,
width_draw, height_draw, 0,
decode ? GL_RGBA : src_framebuffer_format,
decode ? GL_UNSIGNED_BYTE : src_framebuffer_type,
nullptr);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, srgb_encoder_fbo_);
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, srgb_converter_textures_[0], 0);
} else {
// Set approriate draw framebuffer if encoding is skipped.
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, dst_framebuffer);
if (enable_scissor_test) {
glEnable(GL_SCISSOR_TEST);
}
}
glBlitFramebuffer(
decode ? (srcX0 < srcX1 ? 0 - xoffset : width_read - xoffset) : srcX0,
decode ? (srcY0 < srcY1 ? 0 - yoffset : height_read - yoffset) : srcY0,
decode ? (srcX0 < srcX1 ? width_read - xoffset : 0 - xoffset) : srcX1,
decode ? (srcY0 < srcY1 ? height_read - yoffset : 0 - yoffset) : srcY1,
encode ? (dstX0 < dstX1 ? 0 : width_draw) : dstX0,
encode ? (dstY0 < dstY1 ? 0 : height_draw) : dstY0,
encode ? (dstX0 < dstX1 ? width_draw : 0) : dstX1,
encode ? (dstY0 < dstY1 ? height_draw : 0) : dstY1,
mask, filter);
// Sampling from the 3rd texture(linear) and drawing to the target srgb image.
// During this step, color space is converted from linear to srgb. We should
// set appropriate viewport to draw to the correct location in target FB.
if (encode) {
GLuint xstart = dstX0 < dstX1 ? dstX0 : dstX1;
GLuint ystart = dstY0 < dstY1 ? dstY0 : dstY1;
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, dst_framebuffer);
glUseProgram(srgb_converter_program_);
glViewport(xstart, ystart, width_draw, height_draw);
glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[0]);
glBindVertexArrayOES(srgb_converter_vao_);
if (enable_scissor_test) {
glEnable(GL_SCISSOR_TEST);
}
glDrawArrays(GL_TRIANGLES, 0, 6);
}
// Restore state
decoder->RestoreAllAttributes();
decoder->RestoreTextureUnitBindings(0);
decoder->RestoreActiveTexture();
decoder->RestoreProgramBindings();
decoder->RestoreBufferBindings();
decoder->RestoreFramebufferBindings();
decoder->RestoreGlobalState();
}
void SRGBConverter::GenerateMipmap(const gles2::GLES2Decoder* decoder,
Texture* tex,
GLenum target) {
// This function generateMipmap for srgb texture.
// The steps are:
// 1) Do sampling from the base level of the sRGB texture and draw into
// a linear texture. During sampling, the sRGB format is converted to
// Linear format
// 2) Perform the glGenerateMipmap call against the linear texture
// 3) Iterate each mipmap level of the linear texture and draw back into
// the sRGB texture's corresponding mipmap. During drawing, the linear
// format is converted to sRGB format
DCHECK(srgb_converter_initialized_);
GLsizei width;
GLsizei height;
GLsizei depth;
GLenum type = 0;
GLenum internal_format = 0;
GLsizei base_level = tex->base_level();
tex->GetLevelSize(target, base_level, &width, &height, &depth);
tex->GetLevelType(target, base_level, &type, &internal_format);
const GLint mipmap_levels =
TextureManager::ComputeMipMapCount(target, width, height, depth);
glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[1]);
if (feature_info_->ext_color_buffer_float_available() &&
feature_info_->oes_texture_float_linear_available()) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
}
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, srgb_decoder_fbo_);
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, srgb_converter_textures_[1], 0);
// bind texture with srgb format and render with srgb_converter_program_
glUseProgram(srgb_converter_program_);
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glDisable(GL_DITHER);
glBindVertexArrayOES(srgb_converter_vao_);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex->service_id());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[1]);
glGenerateMipmapEXT(GL_TEXTURE_2D);
// bind tex with rgba format and render with srgb_converter_program_
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, srgb_encoder_fbo_);
glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_NEAREST);
width >>= 1;
height >>= 1;
// TODO(yizhou): An optimization. Attach 1 level at a time, once for every
// iteration of the loop.
for (GLint level = base_level + 1; level < base_level + mipmap_levels;
++level) {
// copy mipmaps level by level from srgb_converter_textures_[1] to tex
// generate mipmap for tex manually
glBindTexture(GL_TEXTURE_2D, tex->service_id());
glTexImage2D(GL_TEXTURE_2D, level, internal_format, width, height, 0,
GL_SRGB, type, NULL);
glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex->service_id(), level);
glBindTexture(GL_TEXTURE_2D, srgb_converter_textures_[1]);
glViewport(0, 0, width, height);
glDrawArrays(GL_TRIANGLES, 0, 6);
width >>= 1;
height >>= 1;
}
// Restore state
decoder->RestoreAllAttributes();
decoder->RestoreTextureUnitBindings(0);
decoder->RestoreActiveTexture();
decoder->RestoreProgramBindings();
decoder->RestoreBufferBindings();
decoder->RestoreFramebufferBindings();
decoder->RestoreGlobalState();
decoder->RestoreTextureState(tex->service_id());
}
} // namespace gles2.
} // namespace gpu