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); |