- add sources.
[platform/framework/web/crosswalk.git] / src / content / browser / renderer_host / compositing_iosurface_transformer_mac.cc
1 // Copyright (c) 2013 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "content/browser/renderer_host/compositing_iosurface_transformer_mac.h"
6
7 #include <algorithm>
8
9 #include "base/basictypes.h"
10 #include "base/debug/trace_event.h"
11 #include "base/logging.h"
12 #include "content/browser/renderer_host/compositing_iosurface_shader_programs_mac.h"
13 #include "ui/gfx/rect.h"
14 #include "ui/gfx/size.h"
15
16 namespace content {
17
18 namespace {
19
20 const GLenum kColorAttachments[] = {
21   GL_COLOR_ATTACHMENT0_EXT,
22   GL_COLOR_ATTACHMENT1_EXT
23 };
24
25 // Set viewport and model/projection matrices for drawing to a framebuffer of
26 // size dst_size, with coordinates starting at (0, 0).
27 void SetTransformationsForOffScreenRendering(const gfx::Size& dst_size) {
28   glViewport(0, 0, dst_size.width(), dst_size.height());
29   glMatrixMode(GL_PROJECTION);
30   glLoadIdentity();
31   glOrtho(0, dst_size.width(), 0, dst_size.height(), -1, 1);
32   glMatrixMode(GL_MODELVIEW);
33   glLoadIdentity();
34 }
35
36 // Configure texture sampling parameters.
37 void SetTextureParameters(GLenum target, GLint min_mag_filter, GLint wrap) {
38   glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_mag_filter);
39   glTexParameteri(target, GL_TEXTURE_MAG_FILTER, min_mag_filter);
40   glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap);
41   glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap);
42 }
43
44 // Draw the currently-bound texture.  The src region is applied to the entire
45 // destination framebuffer of the given size.  Specify |flip_y| is the src
46 // texture is upside-down relative to the destination.
47 //
48 // Assumption: The orthographic projection is set up as
49 // (0,0)x(dst_width,dst_height).
50 void DrawQuad(float src_x, float src_y, float src_width, float src_height,
51               bool flip_y, float dst_width, float dst_height) {
52   glEnableClientState(GL_VERTEX_ARRAY);
53   glEnableClientState(GL_TEXTURE_COORD_ARRAY);
54
55   float vertices[4][2] = {
56     { 0.0f, dst_height },
57     { 0.0f, 0.0f },
58     { dst_width, 0.0f },
59     { dst_width, dst_height }
60   };
61   glVertexPointer(arraysize(vertices[0]), GL_FLOAT, sizeof(vertices[0]),
62                   vertices);
63
64   float tex_coords[4][2] = {
65     { src_x, src_y + src_height },
66     { src_x, src_y },
67     { src_x + src_width, src_y },
68     { src_x + src_width, src_y + src_height }
69   };
70   if (flip_y) {
71     std::swap(tex_coords[0][1], tex_coords[1][1]);
72     std::swap(tex_coords[2][1], tex_coords[3][1]);
73   }
74   glTexCoordPointer(arraysize(tex_coords[0]), GL_FLOAT, sizeof(tex_coords[0]),
75                     tex_coords);
76
77   COMPILE_ASSERT(arraysize(vertices) == arraysize(tex_coords),
78                  same_number_of_points_in_both);
79   glDrawArrays(GL_QUADS, 0, arraysize(vertices));
80
81   glDisableClientState(GL_VERTEX_ARRAY);
82   glDisableClientState(GL_TEXTURE_COORD_ARRAY);
83 }
84
85 }  // namespace
86
87 CompositingIOSurfaceTransformer::CompositingIOSurfaceTransformer(
88     GLenum texture_target, bool src_texture_needs_y_flip,
89     CompositingIOSurfaceShaderPrograms* shader_program_cache)
90     : texture_target_(texture_target),
91       src_texture_needs_y_flip_(src_texture_needs_y_flip),
92       shader_program_cache_(shader_program_cache),
93       frame_buffer_(0) {
94   DCHECK(texture_target_ == GL_TEXTURE_RECTANGLE_ARB)
95       << "Fragment shaders currently only support RECTANGLE textures.";
96   DCHECK(shader_program_cache_);
97
98   memset(textures_, 0, sizeof(textures_));
99
100   // The RGB-to-YV12 transform requires that the driver/hardware supports
101   // multiple draw buffers.
102   GLint max_draw_buffers = 1;
103   glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max_draw_buffers);
104   system_supports_multiple_draw_buffers_ = (max_draw_buffers >= 2);
105 }
106
107 CompositingIOSurfaceTransformer::~CompositingIOSurfaceTransformer() {
108   for (int i = 0; i < NUM_CACHED_TEXTURES; ++i)
109     DCHECK_EQ(textures_[i], 0u) << "Failed to call ReleaseCachedGLObjects().";
110   DCHECK_EQ(frame_buffer_, 0u) << "Failed to call ReleaseCachedGLObjects().";
111 }
112
113 void CompositingIOSurfaceTransformer::ReleaseCachedGLObjects() {
114   for (int i = 0; i < NUM_CACHED_TEXTURES; ++i) {
115     if (textures_[i]) {
116       glDeleteTextures(1, &textures_[i]);
117       textures_[i] = 0;
118       texture_sizes_[i] = gfx::Size();
119     }
120   }
121   if (frame_buffer_) {
122     glDeleteFramebuffersEXT(1, &frame_buffer_);
123     frame_buffer_ = 0;
124   }
125 }
126
127 bool CompositingIOSurfaceTransformer::ResizeBilinear(
128     GLuint src_texture, const gfx::Rect& src_subrect, const gfx::Size& dst_size,
129     GLuint* texture) {
130   if (src_subrect.IsEmpty() || dst_size.IsEmpty())
131     return false;
132
133   glActiveTexture(GL_TEXTURE0);
134   glDisable(GL_DEPTH_TEST);
135   glDisable(GL_BLEND);
136
137   PrepareTexture(RGBA_OUTPUT, dst_size);
138   PrepareFramebuffer();
139   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame_buffer_);
140   glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
141                             texture_target_, textures_[RGBA_OUTPUT], 0);
142   DCHECK(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) ==
143              GL_FRAMEBUFFER_COMPLETE_EXT);
144
145   glBindTexture(texture_target_, src_texture);
146   SetTextureParameters(
147       texture_target_, src_subrect.size() == dst_size ? GL_NEAREST : GL_LINEAR,
148       GL_CLAMP_TO_EDGE);
149
150   const bool prepared = shader_program_cache_->UseBlitProgram();
151   DCHECK(prepared);
152   SetTransformationsForOffScreenRendering(dst_size);
153   DrawQuad(src_subrect.x(), src_subrect.y(),
154            src_subrect.width(), src_subrect.height(),
155            src_texture_needs_y_flip_,
156            dst_size.width(), dst_size.height());
157   glUseProgram(0);
158
159   glBindTexture(texture_target_, 0);
160   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
161
162   *texture = textures_[RGBA_OUTPUT];
163   return true;
164 }
165
166 bool CompositingIOSurfaceTransformer::TransformRGBToYV12(
167     GLuint src_texture,
168     const gfx::Rect& src_subrect,
169     const gfx::Size& dst_size,
170     GLuint* texture_y,
171     GLuint* texture_u,
172     GLuint* texture_v,
173     gfx::Size* packed_y_size,
174     gfx::Size* packed_uv_size) {
175   if (!system_supports_multiple_draw_buffers_)
176     return false;
177   if (src_subrect.IsEmpty() || dst_size.IsEmpty())
178     return false;
179
180   TRACE_EVENT0("gpu", "TransformRGBToYV12");
181
182   glActiveTexture(GL_TEXTURE0);
183   glDisable(GL_DEPTH_TEST);
184   glDisable(GL_BLEND);
185
186   // Resize output textures for each plane, and for the intermediate UUVV one
187   // that becomes an input into pass #2.  |packed_y_size| is the size of the Y
188   // output texture, where its width is 1/4 the number of Y pixels because 4 Y
189   // pixels are packed into a single quad.  |packed_uv_size| is half the size of
190   // Y in both dimensions, rounded up.
191   *packed_y_size = gfx::Size((dst_size.width() + 3) / 4, dst_size.height());
192   *packed_uv_size = gfx::Size((packed_y_size->width() + 1) / 2,
193                               (packed_y_size->height() + 1) / 2);
194   PrepareTexture(Y_PLANE_OUTPUT, *packed_y_size);
195   PrepareTexture(UUVV_INTERMEDIATE, *packed_y_size);
196   PrepareTexture(U_PLANE_OUTPUT, *packed_uv_size);
197   PrepareTexture(V_PLANE_OUTPUT, *packed_uv_size);
198
199   /////////////////////////////////////////
200   // Pass 1: RGB --(scaled)--> YYYY + UUVV
201   PrepareFramebuffer();
202   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame_buffer_);
203   glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
204                             texture_target_, textures_[Y_PLANE_OUTPUT], 0);
205   glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
206                             texture_target_, textures_[UUVV_INTERMEDIATE], 0);
207   DCHECK(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) ==
208              GL_FRAMEBUFFER_COMPLETE_EXT);
209   glDrawBuffers(2, kColorAttachments);
210
211   // Read from |src_texture|.  Enable bilinear filtering only if scaling is
212   // required.  The filtering will take place entirely in the first pass.
213   glBindTexture(texture_target_, src_texture);
214   SetTextureParameters(
215       texture_target_, src_subrect.size() == dst_size ? GL_NEAREST : GL_LINEAR,
216       GL_CLAMP_TO_EDGE);
217
218   // Use the first-pass shader program and draw the scene.
219   const bool prepared_pass_1 = shader_program_cache_->UseRGBToYV12Program(
220       1,
221       static_cast<float>(src_subrect.width()) / dst_size.width());
222   DCHECK(prepared_pass_1);
223   SetTransformationsForOffScreenRendering(*packed_y_size);
224   DrawQuad(src_subrect.x(), src_subrect.y(),
225            ((packed_y_size->width() * 4.0f) / dst_size.width()) *
226                src_subrect.width(),
227            src_subrect.height(),
228            src_texture_needs_y_flip_,
229            packed_y_size->width(), packed_y_size->height());
230
231   /////////////////////////////////////////
232   // Pass 2: UUVV -> UUUU + VVVV
233   glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
234                             texture_target_, textures_[U_PLANE_OUTPUT], 0);
235   glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
236                             texture_target_, textures_[V_PLANE_OUTPUT], 0);
237   DCHECK(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) ==
238              GL_FRAMEBUFFER_COMPLETE_EXT);
239
240   // Read from the intermediate UUVV texture.  The second pass uses bilinear
241   // minification to achieve vertical scaling, so enable it always.
242   glBindTexture(texture_target_, textures_[UUVV_INTERMEDIATE]);
243   SetTextureParameters(texture_target_, GL_LINEAR, GL_CLAMP_TO_EDGE);
244
245   // Use the second-pass shader program and draw the scene.
246   const bool prepared_pass_2 =
247       shader_program_cache_->UseRGBToYV12Program(2, 1.0f);
248   DCHECK(prepared_pass_2);
249   SetTransformationsForOffScreenRendering(*packed_uv_size);
250   DrawQuad(0.0f, 0.0f,
251            packed_uv_size->width() * 2.0f,
252            packed_uv_size->height() * 2.0f,
253            false,
254            packed_uv_size->width(), packed_uv_size->height());
255   glUseProgram(0);
256
257   // Before leaving, put back to drawing to a single rendering output.
258   glDrawBuffers(1, kColorAttachments);
259
260   glBindTexture(texture_target_, 0);
261   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
262
263   *texture_y = textures_[Y_PLANE_OUTPUT];
264   *texture_u = textures_[U_PLANE_OUTPUT];
265   *texture_v = textures_[V_PLANE_OUTPUT];
266   return true;
267 }
268
269 void CompositingIOSurfaceTransformer::PrepareTexture(
270     CachedTexture which, const gfx::Size& size) {
271   DCHECK_GE(which, 0);
272   DCHECK_LT(which, NUM_CACHED_TEXTURES);
273   DCHECK(!size.IsEmpty());
274
275   if (!textures_[which]) {
276     glGenTextures(1, &textures_[which]);
277     DCHECK_NE(textures_[which], 0u);
278     texture_sizes_[which] = gfx::Size();
279   }
280
281   // Re-allocate the texture if its size has changed since last use.
282   if (texture_sizes_[which] != size) {
283     TRACE_EVENT2("gpu", "Resize Texture",
284                  "which", which,
285                  "new_size", size.ToString());
286     glBindTexture(texture_target_, textures_[which]);
287     glTexImage2D(texture_target_, 0, GL_RGBA, size.width(), size.height(), 0,
288                  GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
289     texture_sizes_[which] = size;
290   }
291 }
292
293 void CompositingIOSurfaceTransformer::PrepareFramebuffer() {
294   if (!frame_buffer_) {
295     glGenFramebuffersEXT(1, &frame_buffer_);
296     DCHECK_NE(frame_buffer_, 0u);
297   }
298 }
299
300 }  // namespace content