/* 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; #define GAUSSIAN_KERNEL_HALF_WIDTH 11 #define GAUSSIAN_KERNEL_STEP 0.2 void AddUniforms(ProgramProfileOGL& aProfile) { static const char *sKnownUniformNames[] = { "uLayerTransform", "uMaskTransform", "uLayerRects", "uMatrixProj", "uTextureTransform", "uTextureRects", "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); } void ShaderConfigOGL::SetPremultiply(bool aEnabled) { SetFeature(ENABLE_PREMULTIPLY, aEnabled); } /* static */ ProgramProfileOGL ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig) { ProgramProfileOGL result; ostringstream fs, vs; AddUniforms(result); vs << "uniform mat4 uMatrixProj;" << endl; vs << "uniform vec4 uLayerRects[4];" << endl; vs << "uniform mat4 uLayerTransform;" << endl; vs << "uniform vec4 uRenderTargetOffset;" << endl; vs << "attribute vec4 aCoord;" << endl; if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) { vs << "uniform mat4 uTextureTransform;" << endl; vs << "uniform vec4 uTextureRects[4];" << endl; vs << "varying vec2 vTexCoord;" << endl; } if (aConfig.mFeatures & ENABLE_MASK_2D || aConfig.mFeatures & ENABLE_MASK_3D) { vs << "uniform mat4 uMaskTransform;" << endl; vs << "varying vec3 vMaskCoord;" << endl; } vs << "void main() {" << endl; vs << " int vertexID = int(aCoord.w);" << endl; vs << " vec4 layerRect = uLayerRects[vertexID];" << endl; vs << " vec4 finalPosition = vec4(aCoord.xy * layerRect.zw + layerRect.xy, 0.0, 1.0);" << endl; vs << " finalPosition = uLayerTransform * finalPosition;" << endl; vs << " finalPosition.xyz /= finalPosition.w;" << endl; if (aConfig.mFeatures & ENABLE_MASK_3D) { vs << " vMaskCoord.xy = (uMaskTransform * 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 = (uMaskTransform * 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 << " vec4 textureRect = uTextureRects[vertexID];" << endl; vs << " vec2 texCoord = aCoord.xy * textureRect.zw + textureRect.xy;" << endl; vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 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_PREMULTIPLY) { fs << " color.rgb *= color.a;" << 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(); if (aConfig.mFeatures & ENABLE_RENDER_COLOR) { result.mTextureCount = 0; } else { 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; } 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); } 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 */