diff -r 000000000000 -r 6474c204b198 gfx/layers/opengl/OGLShaderProgram.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/gfx/layers/opengl/OGLShaderProgram.cpp Wed Dec 31 06:09:35 2014 +0100 @@ -0,0 +1,541 @@ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this file, + * You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#include "OGLShaderProgram.h" +#include // for uint32_t +#include // for ostringstream +#include "gfxRect.h" // for gfxRect +#include "mozilla/DebugOnly.h" // for DebugOnly +#include "nsAString.h" +#include "nsAutoPtr.h" // for nsRefPtr +#include "nsString.h" // for nsAutoCString +#include "prenv.h" // for PR_GetEnv +#include "Layers.h" +#include "GLContext.h" + +struct gfxRGBA; + +namespace mozilla { +namespace layers { + +using namespace std; + +typedef ProgramProfileOGL::Argument Argument; + +#define GAUSSIAN_KERNEL_HALF_WIDTH 11 +#define GAUSSIAN_KERNEL_STEP 0.2 + +void +AddUniforms(ProgramProfileOGL& aProfile) +{ + static const char *sKnownUniformNames[] = { + "uLayerTransform", + "uMaskQuadTransform", + "uLayerQuadTransform", + "uMatrixProj", + "uTextureTransform", + "uRenderTargetOffset", + "uLayerOpacity", + "uTexture", + "uYTexture", + "uCbTexture", + "uCrTexture", + "uBlackTexture", + "uWhiteTexture", + "uMaskTexture", + "uRenderColor", + "uTexCoordMultiplier", + "uTexturePass2", + nullptr + }; + + for (int i = 0; sKnownUniformNames[i] != nullptr; ++i) { + aProfile.mUniforms[i].mNameString = sKnownUniformNames[i]; + aProfile.mUniforms[i].mName = (KnownUniform::KnownUniformName) i; + } +} + +void +ShaderConfigOGL::SetRenderColor(bool aEnabled) +{ + SetFeature(ENABLE_RENDER_COLOR, aEnabled); +} + +void +ShaderConfigOGL::SetTextureTarget(GLenum aTarget) +{ + SetFeature(ENABLE_TEXTURE_EXTERNAL | ENABLE_TEXTURE_RECT, false); + switch (aTarget) { + case LOCAL_GL_TEXTURE_EXTERNAL: + SetFeature(ENABLE_TEXTURE_EXTERNAL, true); + break; + case LOCAL_GL_TEXTURE_RECTANGLE_ARB: + SetFeature(ENABLE_TEXTURE_RECT, true); + break; + } +} + +void +ShaderConfigOGL::SetRBSwap(bool aEnabled) +{ + SetFeature(ENABLE_TEXTURE_RB_SWAP, aEnabled); +} + +void +ShaderConfigOGL::SetNoAlpha(bool aEnabled) +{ + SetFeature(ENABLE_TEXTURE_NO_ALPHA, aEnabled); +} + +void +ShaderConfigOGL::SetOpacity(bool aEnabled) +{ + SetFeature(ENABLE_OPACITY, aEnabled); +} + +void +ShaderConfigOGL::SetYCbCr(bool aEnabled) +{ + SetFeature(ENABLE_TEXTURE_YCBCR, aEnabled); +} + +void +ShaderConfigOGL::SetComponentAlpha(bool aEnabled) +{ + SetFeature(ENABLE_TEXTURE_COMPONENT_ALPHA, aEnabled); +} + +void +ShaderConfigOGL::SetColorMatrix(bool aEnabled) +{ + SetFeature(ENABLE_COLOR_MATRIX, aEnabled); +} + +void +ShaderConfigOGL::SetBlur(bool aEnabled) +{ + SetFeature(ENABLE_BLUR, aEnabled); +} + +void +ShaderConfigOGL::SetMask2D(bool aEnabled) +{ + SetFeature(ENABLE_MASK_2D, aEnabled); +} + +void +ShaderConfigOGL::SetMask3D(bool aEnabled) +{ + SetFeature(ENABLE_MASK_3D, aEnabled); +} + +/* static */ ProgramProfileOGL +ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig) +{ + ProgramProfileOGL result; + ostringstream fs, vs; + + AddUniforms(result); + + vs << "uniform mat4 uMatrixProj;" << endl; + vs << "uniform mat4 uLayerQuadTransform;" << endl; + vs << "uniform mat4 uLayerTransform;" << endl; + vs << "uniform vec4 uRenderTargetOffset;" << endl; + + vs << "attribute vec4 aVertexCoord;" << endl; + + if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) { + vs << "uniform mat4 uTextureTransform;" << endl; + vs << "attribute vec2 aTexCoord;" << endl; + vs << "varying vec2 vTexCoord;" << endl; + } + + if (aConfig.mFeatures & ENABLE_MASK_2D || + aConfig.mFeatures & ENABLE_MASK_3D) { + vs << "uniform mat4 uMaskQuadTransform;" << endl; + vs << "varying vec3 vMaskCoord;" << endl; + } + + vs << "void main() {" << endl; + vs << " vec4 finalPosition = aVertexCoord;" << endl; + vs << " finalPosition = uLayerQuadTransform * finalPosition;" << endl; + vs << " finalPosition = uLayerTransform * finalPosition;" << endl; + vs << " finalPosition.xyz /= finalPosition.w;" << endl; + + if (aConfig.mFeatures & ENABLE_MASK_3D) { + vs << " vMaskCoord.xy = (uMaskQuadTransform * vec4(finalPosition.xyz, 1.0)).xy;" << endl; + // correct for perspective correct interpolation, see comment in D3D10 shader + vs << " vMaskCoord.z = 1.0;" << endl; + vs << " vMaskCoord *= finalPosition.w;" << endl; + } else if (aConfig.mFeatures & ENABLE_MASK_2D) { + vs << " vMaskCoord.xy = (uMaskQuadTransform * finalPosition).xy;" << endl; + } + + vs << " finalPosition = finalPosition - uRenderTargetOffset;" << endl; + vs << " finalPosition.xyz *= finalPosition.w;" << endl; + vs << " finalPosition = uMatrixProj * finalPosition;" << endl; + + if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) { + vs << " vTexCoord = (uTextureTransform * vec4(aTexCoord.x, aTexCoord.y, 0.0, 1.0)).xy;" << endl; + } + + vs << " gl_Position = finalPosition;" << endl; + vs << "}" << endl; + + if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) { + fs << "#extension GL_ARB_texture_rectangle : require" << endl; + } + if (aConfig.mFeatures & ENABLE_TEXTURE_EXTERNAL) { + fs << "#extension GL_OES_EGL_image_external : require" << endl; + } + fs << "#ifdef GL_ES" << endl; + fs << "precision mediump float;" << endl; + fs << "#define COLOR_PRECISION lowp" << endl; + fs << "#else" << endl; + fs << "#define COLOR_PRECISION" << endl; + fs << "#endif" << endl; + if (aConfig.mFeatures & ENABLE_RENDER_COLOR) { + fs << "uniform COLOR_PRECISION vec4 uRenderColor;" << endl; + } else { + // for tiling, texcoord can be greater than the lowfp range + fs << "varying vec2 vTexCoord;" << endl; + if (aConfig.mFeatures & ENABLE_BLUR) { + fs << "uniform bool uBlurAlpha;" << endl; + fs << "uniform vec2 uBlurRadius;" << endl; + fs << "uniform vec2 uBlurOffset;" << endl; + fs << "uniform float uBlurGaussianKernel[" << GAUSSIAN_KERNEL_HALF_WIDTH << "];" << endl; + } + if (aConfig.mFeatures & ENABLE_COLOR_MATRIX) { + fs << "uniform mat4 uColorMatrix;" << endl; + fs << "uniform vec4 uColorMatrixVector;" << endl; + } + if (aConfig.mFeatures & ENABLE_OPACITY) { + fs << "uniform COLOR_PRECISION float uLayerOpacity;" << endl; + } + } + + const char *sampler2D = "sampler2D"; + const char *texture2D = "texture2D"; + + if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) { + fs << "uniform vec2 uTexCoordMultiplier;" << endl; + sampler2D = "sampler2DRect"; + texture2D = "texture2DRect"; + } + + if (aConfig.mFeatures & ENABLE_TEXTURE_EXTERNAL) { + sampler2D = "samplerExternalOES"; + } + + if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) { + fs << "uniform sampler2D uYTexture;" << endl; + fs << "uniform sampler2D uCbTexture;" << endl; + fs << "uniform sampler2D uCrTexture;" << endl; + } else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) { + fs << "uniform sampler2D uBlackTexture;" << endl; + fs << "uniform sampler2D uWhiteTexture;" << endl; + fs << "uniform bool uTexturePass2;" << endl; + } else { + fs << "uniform " << sampler2D << " uTexture;" << endl; + } + + if (aConfig.mFeatures & ENABLE_MASK_2D || + aConfig.mFeatures & ENABLE_MASK_3D) { + fs << "varying vec3 vMaskCoord;" << endl; + fs << "uniform sampler2D uMaskTexture;" << endl; + } + + if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) { + fs << "vec4 sample(vec2 coord) {" << endl; + fs << " vec4 color;" << endl; + if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) { + fs << " COLOR_PRECISION float y = texture2D(uYTexture, coord).r;" << endl; + fs << " COLOR_PRECISION float cb = texture2D(uCbTexture, coord).r;" << endl; + fs << " COLOR_PRECISION float cr = texture2D(uCrTexture, coord).r;" << endl; + fs << " y = (y - 0.0625) * 1.164;" << endl; + fs << " cb = cb - 0.5;" << endl; + fs << " cr = cr - 0.5;" << endl; + fs << " color.r = y + cr * 1.596;" << endl; + fs << " color.g = y - 0.813 * cr - 0.391 * cb;" << endl; + fs << " color.b = y + cb * 2.018;" << endl; + fs << " color.a = 1.0;" << endl; + } else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) { + fs << " COLOR_PRECISION vec3 onBlack = texture2D(uBlackTexture, coord).rgb;" << endl; + fs << " COLOR_PRECISION vec3 onWhite = texture2D(uWhiteTexture, coord).rgb;" << endl; + fs << " COLOR_PRECISION vec4 alphas = (1.0 - onWhite + onBlack).rgbg;" << endl; + fs << " if (uTexturePass2)" << endl; + fs << " color = vec4(onBlack, alphas.a);" << endl; + fs << " else" << endl; + fs << " color = alphas;" << endl; + } else { + fs << " color = " << texture2D << "(uTexture, coord);" << endl; + } + if (aConfig.mFeatures & ENABLE_TEXTURE_RB_SWAP) { + fs << " color = color.bgra;" << endl; + } + if (aConfig.mFeatures & ENABLE_TEXTURE_NO_ALPHA) { + fs << " color = vec4(color.rgb, 1.0);" << endl; + } + fs << " return color;" << endl; + fs << "}" << endl; + if (aConfig.mFeatures & ENABLE_BLUR) { + fs << "vec4 sampleAtRadius(vec2 coord, float radius) {" << endl; + fs << " coord += uBlurOffset;" << endl; + fs << " coord += radius * uBlurRadius;" << endl; + fs << " if (coord.x < 0. || coord.y < 0. || coord.x > 1. || coord.y > 1.)" << endl; + fs << " return vec4(0, 0, 0, 0);" << endl; + fs << " return sample(coord);" << endl; + fs << "}" << endl; + fs << "vec4 blur(vec4 color, vec2 coord) {" << endl; + fs << " vec4 total = color * uBlurGaussianKernel[0];" << endl; + fs << " for (int i = 1; i < " << GAUSSIAN_KERNEL_HALF_WIDTH << "; ++i) {" << endl; + fs << " float r = float(i) * " << GAUSSIAN_KERNEL_STEP << " << endl;" << endl; + fs << " float k = uBlurGaussianKernel[i];" << endl; + fs << " total += sampleAtRadius(coord, r) * k;" << endl; + fs << " total += sampleAtRadius(coord, -r) * k;" << endl; + fs << " }" << endl; + fs << " if (uBlurAlpha) {" << endl; + fs << " color *= total.a;" << endl; + fs << " } else {" << endl; + fs << " color = total;" << endl; + fs << " }" << endl; + fs << " return color;" << endl; + fs << "}" << endl; + } + } + fs << "void main() {" << endl; + if (aConfig.mFeatures & ENABLE_RENDER_COLOR) { + fs << " vec4 color = uRenderColor;" << endl; + } else { + if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) { + fs << " vec4 color = sample(vTexCoord * uTexCoordMultiplier);" << endl; + } else { + fs << " vec4 color = sample(vTexCoord);" << endl; + } + if (aConfig.mFeatures & ENABLE_BLUR) { + fs << " color = blur(color, vTexCoord);" << endl; + } + if (aConfig.mFeatures & ENABLE_COLOR_MATRIX) { + fs << " color = uColorMatrix * vec4(color.rgb / color.a, color.a) + uColorMatrixVector;" << endl; + fs << " color.rgb *= color.a;" << endl; + } + if (aConfig.mFeatures & ENABLE_OPACITY) { + fs << " color *= uLayerOpacity;" << endl; + } + } + if (aConfig.mFeatures & ENABLE_MASK_3D) { + fs << " vec2 maskCoords = vMaskCoord.xy / vMaskCoord.z;" << endl; + fs << " COLOR_PRECISION float mask = texture2D(uMaskTexture, maskCoords).r;" << endl; + fs << " color *= mask;" << endl; + } else if (aConfig.mFeatures & ENABLE_MASK_2D) { + fs << " COLOR_PRECISION float mask = texture2D(uMaskTexture, vMaskCoord.xy).r;" << endl; + fs << " color *= mask;" << endl; + } else { + fs << " COLOR_PRECISION float mask = 1.0;" << endl; + fs << " color *= mask;" << endl; + } + fs << " gl_FragColor = color;" << endl; + fs << "}" << endl; + + result.mVertexShaderString = vs.str(); + result.mFragmentShaderString = fs.str(); + + result.mAttributes.AppendElement(Argument("aVertexCoord")); + if (aConfig.mFeatures & ENABLE_RENDER_COLOR) { + result.mTextureCount = 0; + } else { + result.mAttributes.AppendElement(Argument("aTexCoord")); + if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) { + result.mTextureCount = 3; + } else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) { + result.mTextureCount = 2; + } else { + result.mTextureCount = 1; + } + } + if (aConfig.mFeatures & ENABLE_MASK_2D || + aConfig.mFeatures & ENABLE_MASK_3D) { + result.mTextureCount = 1; + } + + return result; +} + +const char* const ShaderProgramOGL::VertexCoordAttrib = "aVertexCoord"; +const char* const ShaderProgramOGL::TexCoordAttrib = "aTexCoord"; + +ShaderProgramOGL::ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile) + : mGL(aGL) + , mProgram(0) + , mProfile(aProfile) + , mProgramState(STATE_NEW) +{ +} + +ShaderProgramOGL::~ShaderProgramOGL() +{ + if (mProgram <= 0) { + return; + } + + nsRefPtr ctx = mGL->GetSharedContext(); + if (!ctx) { + ctx = mGL; + } + ctx->MakeCurrent(); + ctx->fDeleteProgram(mProgram); +} + +bool +ShaderProgramOGL::Initialize() +{ + NS_ASSERTION(mProgramState == STATE_NEW, "Shader program has already been initialised"); + + ostringstream vs, fs; + for (uint32_t i = 0; i < mProfile.mDefines.Length(); ++i) { + vs << mProfile.mDefines[i] << endl; + fs << mProfile.mDefines[i] << endl; + } + vs << mProfile.mVertexShaderString << endl; + fs << mProfile.mFragmentShaderString << endl; + + if (!CreateProgram(vs.str().c_str(), fs.str().c_str())) { + mProgramState = STATE_ERROR; + return false; + } + + mProgramState = STATE_OK; + + for (uint32_t i = 0; i < KnownUniform::KnownUniformCount; ++i) { + mProfile.mUniforms[i].mLocation = + mGL->fGetUniformLocation(mProgram, mProfile.mUniforms[i].mNameString); + } + + for (uint32_t i = 0; i < mProfile.mAttributes.Length(); ++i) { + mProfile.mAttributes[i].mLocation = + mGL->fGetAttribLocation(mProgram, mProfile.mAttributes[i].mName); + NS_ASSERTION(mProfile.mAttributes[i].mLocation >= 0, "Bad attribute location."); + } + + //mProfile.mHasMatrixProj = mProfile.mUniforms[KnownUniform::MatrixProj].mLocation != -1; + + return true; +} + +GLint +ShaderProgramOGL::CreateShader(GLenum aShaderType, const char *aShaderSource) +{ + GLint success, len = 0; + + GLint sh = mGL->fCreateShader(aShaderType); + mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, nullptr); + mGL->fCompileShader(sh); + mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success); + mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len); + /* Even if compiling is successful, there may still be warnings. Print them + * in a debug build. The > 10 is to catch silly compilers that might put + * some whitespace in the log but otherwise leave it empty. + */ + if (!success +#ifdef DEBUG + || (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS")) +#endif + ) + { + nsAutoCString log; + log.SetCapacity(len); + mGL->fGetShaderInfoLog(sh, len, (GLint*) &len, (char*) log.BeginWriting()); + log.SetLength(len); + + if (!success) { + printf_stderr("=== SHADER COMPILATION FAILED ===\n"); + } else { + printf_stderr("=== SHADER COMPILATION WARNINGS ===\n"); + } + + printf_stderr("=== Source:\n%s\n", aShaderSource); + printf_stderr("=== Log:\n%s\n", log.get()); + printf_stderr("============\n"); + + if (!success) { + mGL->fDeleteShader(sh); + return 0; + } + } + + return sh; +} + +bool +ShaderProgramOGL::CreateProgram(const char *aVertexShaderString, + const char *aFragmentShaderString) +{ + GLuint vertexShader = CreateShader(LOCAL_GL_VERTEX_SHADER, aVertexShaderString); + GLuint fragmentShader = CreateShader(LOCAL_GL_FRAGMENT_SHADER, aFragmentShaderString); + + if (!vertexShader || !fragmentShader) + return false; + + GLint result = mGL->fCreateProgram(); + mGL->fAttachShader(result, vertexShader); + mGL->fAttachShader(result, fragmentShader); + + mGL->fLinkProgram(result); + + GLint success, len; + mGL->fGetProgramiv(result, LOCAL_GL_LINK_STATUS, &success); + mGL->fGetProgramiv(result, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len); + /* Even if linking is successful, there may still be warnings. Print them + * in a debug build. The > 10 is to catch silly compilers that might put + * some whitespace in the log but otherwise leave it empty. + */ + if (!success +#ifdef DEBUG + || (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS")) +#endif + ) + { + nsAutoCString log; + log.SetCapacity(len); + mGL->fGetProgramInfoLog(result, len, (GLint*) &len, (char*) log.BeginWriting()); + log.SetLength(len); + + if (!success) { + printf_stderr("=== PROGRAM LINKING FAILED ===\n"); + } else { + printf_stderr("=== PROGRAM LINKING WARNINGS ===\n"); + } + printf_stderr("=== Log:\n%s\n", log.get()); + printf_stderr("============\n"); + } + + // We can mark the shaders for deletion; they're attached to the program + // and will remain attached. + mGL->fDeleteShader(vertexShader); + mGL->fDeleteShader(fragmentShader); + + if (!success) { + mGL->fDeleteProgram(result); + return false; + } + + mProgram = result; + return true; +} + +void +ShaderProgramOGL::Activate() +{ + if (mProgramState == STATE_NEW) { + if (!Initialize()) { + NS_WARNING("Shader could not be initialised"); + return; + } + } + NS_ASSERTION(HasInitialized(), "Attempting to activate a program that's not in use!"); + mGL->fUseProgram(mProgram); +} + +} /* layers */ +} /* mozilla */