| Index: gpu/command_buffer/client/gles2_demo_cc.cc
|
| diff --git a/gpu/command_buffer/client/gles2_demo_cc.cc b/gpu/command_buffer/client/gles2_demo_cc.cc
|
| index e271a0f8f0d32896eab102ee02c5ca001f70176d..b8cf640cfde72ea5c4ff214fde1eac28ac351921 100644
|
| --- a/gpu/command_buffer/client/gles2_demo_cc.cc
|
| +++ b/gpu/command_buffer/client/gles2_demo_cc.cc
|
| @@ -14,11 +14,15 @@
|
| // This is here so we have at least some idea that the inline path is working.
|
| #define GLES2_INLINE_OPTIMIZATION
|
| #include <GLES2/gl2.h>
|
| +#include <GLES2/gl2ext.h>
|
| #include "../common/logging.h"
|
|
|
| namespace {
|
|
|
| -GLuint g_texture = 0;
|
| +int g_frameCount = 0;
|
| +int g_textureIndex = 0;
|
| +int g_numTextures = 1;
|
| +GLuint g_textures[5];
|
| int g_textureLoc = -1;
|
| GLuint g_programObject = 0;
|
| GLuint g_worldMatrixLoc = 0;
|
| @@ -165,12 +169,167 @@ GLuint CreateCheckerboardTexture() {
|
| return texture;
|
| }
|
|
|
| +GLuint CreateCompressedTexture(
|
| + const void* data,
|
| + GLsizeiptr size,
|
| + GLenum format,
|
| + GLint width,
|
| + GLint height) {
|
| + GLuint texture;
|
| + glGenTextures(1, &texture);
|
| + glBindTexture(GL_TEXTURE_2D, texture);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
| + glCompressedTexImage2D(
|
| + GL_TEXTURE_2D, 0, format, width, height, 0, size, data);
|
| + CheckGLError("CreateCompressedTxture", __LINE__);
|
| + return texture;
|
| +}
|
| +
|
| +GLuint LoadDXT1RGBTexture() {
|
| + static unsigned char data[] = {
|
| + 0x00, 0xd0, 0x00, 0xef, 0x00, 0xaa, 0x95, 0xd5,
|
| + 0x00, 0x90, 0x57, 0xff, 0x00, 0xaa, 0xff, 0x55,
|
| + 0x00, 0x88, 0x99, 0xff, 0x00, 0xaa, 0xff, 0x55,
|
| + 0x20, 0xb8, 0xe4, 0xf6, 0x00, 0xaa, 0x5b, 0x5d,
|
| + 0x21, 0x09, 0xe6, 0x27, 0x15, 0x15, 0x15, 0x15,
|
| + 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x56,
|
| + 0x00, 0x00, 0xff, 0xff, 0x55, 0x00, 0x00, 0x55,
|
| + 0xe0, 0x08, 0xa9, 0x2f, 0x51, 0x58, 0x56, 0x54,
|
| + 0xff, 0x07, 0x15, 0x09, 0x40, 0x6a, 0xd5, 0xd5,
|
| + 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x16,
|
| + 0x91, 0x08, 0xff, 0xff, 0x55, 0xff, 0x00, 0x03,
|
| + 0xfe, 0x07, 0x5b, 0x09, 0x01, 0xa9, 0x55, 0xff,
|
| + 0x0d, 0x10, 0x18, 0xe8, 0xea, 0x15, 0x95, 0x55,
|
| + 0x08, 0x88, 0x3c, 0xe7, 0x55, 0x55, 0xff, 0x00,
|
| + 0x10, 0x20, 0x18, 0xe8, 0xa8, 0x54, 0x56, 0x55,
|
| + 0x1f, 0x78, 0x15, 0xf8, 0x00, 0xaa, 0x55, 0x55,
|
| + };
|
| + return CreateCompressedTexture(
|
| + data, sizeof(data), GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 16, 16);
|
| +}
|
| +
|
| +GLuint LoadDXT1RGBATexture() {
|
| + static unsigned char data[] = {
|
| + 0xff, 0xff, 0x90, 0xee, 0x00, 0xaa, 0xff, 0x55,
|
| + 0x53, 0xde, 0xdd, 0xff, 0x55, 0x55, 0x00, 0xff,
|
| + 0xc9, 0xb4, 0xdd, 0xff, 0x55, 0x55, 0xaa, 0xff,
|
| + 0x6f, 0xee, 0xdd, 0xff, 0x55, 0x55, 0xa8, 0x03,
|
| + 0x60, 0xa3, 0xa5, 0xe5, 0x55, 0x55, 0xaa, 0x00,
|
| + 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff,
|
| + 0x80, 0xab, 0xc2, 0xc4, 0xff, 0x55, 0xaa, 0xff,
|
| + 0x60, 0x9b, 0xa5, 0xe5, 0x57, 0x56, 0xaa, 0x00,
|
| + 0x1f, 0xbf, 0xff, 0xf7, 0x55, 0x55, 0xaa, 0x00,
|
| + 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff,
|
| + 0xfe, 0xbe, 0x7e, 0xdf, 0xff, 0xaa, 0x55, 0x00,
|
| + 0xfe, 0xbe, 0xff, 0xf7, 0x54, 0x56, 0xaa, 0x00,
|
| + 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00,
|
| + 0xbb, 0x2c, 0x98, 0x54, 0xff, 0xff, 0x55, 0xaa,
|
| + 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00,
|
| + 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00,
|
| + };
|
| + return CreateCompressedTexture(
|
| + data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16);
|
| +}
|
| +
|
| +GLuint LoadDXT3RGBATexture() {
|
| + static unsigned char data[] = {
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0xa3, 0x22, 0x03, 0x03, 0x55, 0xff, 0xaa, 0x00,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00,
|
| + 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00,
|
| + 0x83, 0x1a, 0x03, 0x03, 0x55, 0xff, 0x00, 0x00,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xf0, 0xff,
|
| + 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0xc3, 0x59, 0x63, 0x32, 0x55, 0xff, 0xaa, 0x00,
|
| + 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x00,
|
| + 0x8f, 0x94, 0x03, 0x4a, 0x54, 0x94, 0x94, 0x54,
|
| + 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00,
|
| + 0xa3, 0x59, 0x43, 0x2a, 0x55, 0xff, 0xaa, 0x00,
|
| + 0xf0, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff,
|
| + 0xaf, 0x84, 0x03, 0x42, 0x54, 0x55, 0x55, 0x55,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0xc3, 0xa0, 0x83, 0x71, 0x55, 0xff, 0xaa, 0x00,
|
| + 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x40,
|
| + 0x0f, 0xb4, 0x43, 0x81, 0x54, 0x94, 0x94, 0x94,
|
| + 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xff, 0xaa, 0x00,
|
| + 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xfd, 0xaa, 0x00,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00,
|
| + 0x00, 0x40, 0x00, 0x40, 0xff, 0xff, 0xff, 0xff,
|
| + 0xf0, 0xc3, 0x43, 0xc0, 0x94, 0x94, 0x55, 0x55,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00,
|
| + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
| + 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00,
|
| + };
|
| + return CreateCompressedTexture(
|
| + data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 16, 16);
|
| +}
|
| +
|
| +GLuint LoadDXT5RGBATexture() {
|
| + static unsigned char data[] = {
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
|
| + 0x04, 0xfb, 0xff, 0xff, 0xff, 0x49, 0x02, 0xdb,
|
| + 0x97, 0xf6, 0x32, 0xcd, 0xc0, 0xc0, 0x7b, 0xc0,
|
| + 0xfb, 0xff, 0x49, 0x92, 0x24, 0x00, 0x60, 0xdb,
|
| + 0x11, 0xcd, 0x67, 0x82, 0x78, 0x78, 0x5e, 0x78,
|
| + 0x04, 0xfb, 0xff, 0xff, 0xff, 0xf9, 0x8f, 0xff,
|
| + 0x2e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x14,
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
|
| + 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0xdb,
|
| + 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60,
|
| + 0xfb, 0x00, 0x49, 0x02, 0x00, 0x00, 0x90, 0x24,
|
| + 0xb0, 0xbc, 0x26, 0x7a, 0x78, 0x78, 0x78, 0x78,
|
| + 0x04, 0xf7, 0xf8, 0x9f, 0xff, 0xf9, 0x9f, 0xff,
|
| + 0x0e, 0xac, 0x83, 0x69, 0x34, 0x35, 0x35, 0x35,
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
|
| + 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0x3b,
|
| + 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60,
|
| + 0xfb, 0xff, 0xb6, 0x0d, 0x00, 0x49, 0x92, 0x24,
|
| + 0x11, 0xcd, 0x67, 0x82, 0x78, 0x5e, 0x78, 0x78,
|
| + 0xea, 0xff, 0x4a, 0xd2, 0x24, 0x49, 0x92, 0x24,
|
| + 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15,
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d,
|
| + 0xfd, 0x00, 0x49, 0x9c, 0xc4, 0x00, 0x00, 0x00,
|
| + 0xb8, 0xf6, 0x53, 0xcd, 0xe0, 0xe0, 0x7f, 0xe0,
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0xf1, 0xcc, 0x46, 0x82, 0x78, 0x78, 0x78, 0x78,
|
| + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
| + 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15,
|
| + };
|
| + return CreateCompressedTexture(
|
| + data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 16, 16);
|
| +}
|
| +
|
| } // anonymous namespace.
|
|
|
| void GLFromCPPInit() {
|
| CheckGLError("GLFromCPPInit", __LINE__);
|
| + g_textures[0] = CreateCheckerboardTexture();
|
| glClearColor(0.f, 0.f, .7f, 1.f);
|
| - g_texture = CreateCheckerboardTexture();
|
| + const char* extensions =
|
| + reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
|
| + if (strstr(extensions, "GL_EXT_texture_compression_dxt1")) {
|
| + g_textures[g_numTextures++] = LoadDXT1RGBTexture();
|
| + g_textures[g_numTextures++] = LoadDXT1RGBATexture();
|
| + }
|
| + if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt3")) {
|
| + g_textures[g_numTextures++] = LoadDXT3RGBATexture();
|
| + }
|
| + if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt5")) {
|
| + g_textures[g_numTextures++] = LoadDXT5RGBATexture();
|
| + }
|
| InitShaders();
|
| CheckGLError("GLFromCPPInit", __LINE__);
|
|
|
| @@ -210,9 +369,18 @@ void GLFromCPPDraw() {
|
| rot_matrix[14] = 0.0f;
|
| rot_matrix[15] = 1.0f;
|
|
|
| + g_frameCount++;
|
| + if (g_frameCount > 60)
|
| + {
|
| + g_frameCount = 0;
|
| + g_textureIndex = (g_textureIndex + 1) % g_numTextures;
|
| + }
|
| +
|
| // Note: the viewport is automatically set up to cover the entire Canvas.
|
| // Clear the color buffer
|
| glClear(GL_COLOR_BUFFER_BIT);
|
| + glEnable(GL_BLEND);
|
| + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
| CheckGLError("GLFromCPPDraw", __LINE__);
|
| // Use the program object
|
| glUseProgram(g_programObject);
|
| @@ -229,7 +397,7 @@ void GLFromCPPDraw() {
|
| reinterpret_cast<const void*>(g_texCoordOffset));
|
| CheckGLError("GLFromCPPDraw", __LINE__);
|
| // Bind the texture to texture unit 0
|
| - glBindTexture(GL_TEXTURE_2D, g_texture);
|
| + glBindTexture(GL_TEXTURE_2D, g_textures[g_textureIndex]);
|
| CheckGLError("GLFromCPPDraw", __LINE__);
|
| // Point the uniform sampler to texture unit 0
|
| glUniform1i(g_textureLoc, 0);
|
|
|