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| 1 // Copyright (c) 2011 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 // Whole-tree processing that's likely to be helpful in multiple render models. |
| 6 |
| 7 #include "gpu/tools/compositor_model_bench/render_model_utils.h" |
| 8 |
| 9 #include <cstdlib> |
| 10 #include <map> |
| 11 #include <set> |
| 12 #include <vector> |
| 13 |
| 14 #include "base/logging.h" |
| 15 |
| 16 TextureGenerator::TextureGenerator(RenderNode* root) |
| 17 : stage_(DiscoveryStage), |
| 18 tex_ids_(NULL), |
| 19 image_data_(NULL), |
| 20 images_generated_(0) { |
| 21 DiscoverInputIDs(root); |
| 22 GenerateGLTexIDs(); |
| 23 AssignIDMapping(); |
| 24 WriteOutNewIDs(root); |
| 25 AllocateImageArray(); |
| 26 BuildTextureImages(root); |
| 27 } |
| 28 |
| 29 TextureGenerator::~TextureGenerator() OVERRIDE { |
| 30 if (tex_ids_.get()) { |
| 31 glDeleteTextures(discovered_ids_.size(), tex_ids_.get()); |
| 32 } |
| 33 } |
| 34 |
| 35 void TextureGenerator::BeginVisitRenderNode(RenderNode* node) OVERRIDE { |
| 36 for (size_t n = 0; n < node->num_tiles(); ++n) { |
| 37 Tile* i = node->tile(n); |
| 38 HandleTexture(&i->texID, |
| 39 node->tile_width(), |
| 40 node->tile_height(), |
| 41 GL_RGBA); |
| 42 } |
| 43 } |
| 44 |
| 45 void TextureGenerator::BeginVisitCCNode(CCNode* node) OVERRIDE { |
| 46 for (size_t n = 0; n < node->num_textures(); ++n) { |
| 47 Texture* i = node->texture(n); |
| 48 HandleTexture(&i->texID, i->width, i->height, i->format); |
| 49 } |
| 50 BeginVisitRenderNode(node); |
| 51 } |
| 52 |
| 53 void TextureGenerator::DiscoverInputIDs(RenderNode* root) { |
| 54 // Pass 1: see which texture ID's have been used. |
| 55 stage_ = DiscoveryStage; |
| 56 root->Accept(this); |
| 57 } |
| 58 |
| 59 void TextureGenerator::GenerateGLTexIDs() { |
| 60 int numTextures = discovered_ids_.size(); |
| 61 tex_ids_.reset(new GLuint[numTextures]); |
| 62 glGenTextures(numTextures, tex_ids_.get()); |
| 63 } |
| 64 |
| 65 void TextureGenerator::AssignIDMapping() { |
| 66 // In the original version of this code the assigned ID's were not |
| 67 // GL tex ID's, but newly generated consecutive ID's that indexed |
| 68 // into an array of GL tex ID's. There's no need for this and now |
| 69 // I'm instead generating the GL tex ID's upfront and assigning |
| 70 // *those* in the remapping -- this more accurately reflects the |
| 71 // behavior in Chromium, and it also takes out some design |
| 72 // complexity that came from the extra layer of indirection. |
| 73 // HOWEVER -- when I was assigning my own ID's before, I did some |
| 74 // clever tricks to make sure the assignation was idempotent. |
| 75 // Instead of going to even more clever lengths to preserve that |
| 76 // property, I now just assume that the visitor will encounter each |
| 77 // node (and consequently each texture) exactly once during a |
| 78 // traversal of the tree -- this shouldn't be a hard guarantee |
| 79 // to make. |
| 80 int j = 0; |
| 81 typedef std::set<int>::iterator id_itr; |
| 82 for (id_itr i = discovered_ids_.begin(); |
| 83 i != discovered_ids_.end(); |
| 84 ++i, ++j) { |
| 85 remapped_ids_[*i] = tex_ids_[j]; |
| 86 } |
| 87 } |
| 88 |
| 89 void TextureGenerator::WriteOutNewIDs(RenderNode* root) { |
| 90 // Pass 2: write the new texture ID's back into the texture objects. |
| 91 stage_ = RemappingStage; |
| 92 root->Accept(this); |
| 93 } |
| 94 |
| 95 void TextureGenerator::AllocateImageArray() { |
| 96 image_data_.reset(new ImagePtr[discovered_ids_.size()]); |
| 97 images_generated_ = 0; |
| 98 } |
| 99 |
| 100 void TextureGenerator::BuildTextureImages(RenderNode* root) { |
| 101 // Pass 3: use the texture metadata to generate images for the |
| 102 // textures, and set up the textures for use by OpenGL. This |
| 103 // doesn't *have* to be a separate pass (it could be rolled |
| 104 // into pass 2) but I think this is more clear and performance |
| 105 // shouldn't be bad. |
| 106 stage_ = ImageGenerationStage; |
| 107 root->Accept(this); |
| 108 } |
| 109 |
| 110 void TextureGenerator::HandleTexture(int* texID, |
| 111 int width, |
| 112 int height, |
| 113 GLenum format) { |
| 114 if (*texID == -1) |
| 115 return; // -1 means it's not a real texture. |
| 116 switch (stage_) { |
| 117 case DiscoveryStage: |
| 118 discovered_ids_.insert(*texID); |
| 119 break; |
| 120 case RemappingStage: |
| 121 *texID = remapped_ids_[*texID]; |
| 122 break; |
| 123 case ImageGenerationStage: |
| 124 // Only handle this one if we haven't already built a |
| 125 // texture for its ID. |
| 126 if (ids_for_completed_textures_.count(*texID)) |
| 127 return; |
| 128 GenerateImageForTexture(*texID, width, height, format); |
| 129 ids_for_completed_textures_.insert(*texID); |
| 130 break; |
| 131 } |
| 132 } |
| 133 |
| 134 void TextureGenerator::GenerateImageForTexture(int texID, |
| 135 int width, |
| 136 int height, |
| 137 GLenum format) { |
| 138 int bytes_per_pixel = FormatBytesPerPixel(format); |
| 139 DCHECK_LE(bytes_per_pixel, 4); |
| 140 int imgID = images_generated_++; |
| 141 image_data_[imgID].reset(new uint8[width*height*bytes_per_pixel]); |
| 142 // Pick random colors to use for this texture. |
| 143 uint8 random_color[4]; |
| 144 for (int c = 0; c < 4; ++c) { |
| 145 random_color[c] = std::rand() % 255; |
| 146 } |
| 147 // Create the image from those colors. |
| 148 for (int x = 0; x < width; ++x) { |
| 149 for (int y = 0; y < height; ++y) { |
| 150 int pix_addr = (y * width + x) * bytes_per_pixel; |
| 151 for (int c = 0; c < bytes_per_pixel; ++c) { |
| 152 bool on = ((x/8) + (y/8)) % 2; |
| 153 uint8 v = on ? random_color[c] : ~random_color[c]; |
| 154 (image_data_[imgID])[pix_addr + c] = v; |
| 155 } |
| 156 if (bytes_per_pixel == 4) { // Randomize alpha. |
| 157 image_data_[imgID][pix_addr + 3] = std::rand() % 255; |
| 158 } |
| 159 } |
| 160 } |
| 161 // Set up GL texture. |
| 162 glBindTexture(GL_TEXTURE_2D, texID); |
| 163 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 164 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 165 glPixelStorei(GL_PACK_ALIGNMENT, 1); |
| 166 glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| 167 glTexImage2D(GL_TEXTURE_2D, |
| 168 0, |
| 169 format, |
| 170 width, height, |
| 171 0, |
| 172 format, |
| 173 GL_UNSIGNED_BYTE, |
| 174 image_data_[imgID].get()); |
| 175 } |
| 176 |
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