| Index: gpu/tools/compositor_model_bench/render_model_utils.cc
|
| ===================================================================
|
| --- gpu/tools/compositor_model_bench/render_model_utils.cc (revision 0)
|
| +++ gpu/tools/compositor_model_bench/render_model_utils.cc (revision 0)
|
| @@ -0,0 +1,176 @@
|
| +// Copyright (c) 2011 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +
|
| +// Whole-tree processing that's likely to be helpful in multiple render models.
|
| +
|
| +#include "gpu/tools/compositor_model_bench/render_model_utils.h"
|
| +
|
| +#include <cstdlib>
|
| +#include <map>
|
| +#include <set>
|
| +#include <vector>
|
| +
|
| +#include "base/logging.h"
|
| +
|
| +TextureGenerator::TextureGenerator(RenderNode* root)
|
| + : stage_(DiscoveryStage),
|
| + tex_ids_(NULL),
|
| + image_data_(NULL),
|
| + images_generated_(0) {
|
| + DiscoverInputIDs(root);
|
| + GenerateGLTexIDs();
|
| + AssignIDMapping();
|
| + WriteOutNewIDs(root);
|
| + AllocateImageArray();
|
| + BuildTextureImages(root);
|
| +}
|
| +
|
| +TextureGenerator::~TextureGenerator() OVERRIDE {
|
| + if (tex_ids_.get()) {
|
| + glDeleteTextures(discovered_ids_.size(), tex_ids_.get());
|
| + }
|
| +}
|
| +
|
| +void TextureGenerator::BeginVisitRenderNode(RenderNode* node) OVERRIDE {
|
| + for (size_t n = 0; n < node->num_tiles(); ++n) {
|
| + Tile* i = node->tile(n);
|
| + HandleTexture(&i->texID,
|
| + node->tile_width(),
|
| + node->tile_height(),
|
| + GL_RGBA);
|
| + }
|
| +}
|
| +
|
| +void TextureGenerator::BeginVisitCCNode(CCNode* node) OVERRIDE {
|
| + for (size_t n = 0; n < node->num_textures(); ++n) {
|
| + Texture* i = node->texture(n);
|
| + HandleTexture(&i->texID, i->width, i->height, i->format);
|
| + }
|
| + BeginVisitRenderNode(node);
|
| +}
|
| +
|
| +void TextureGenerator::DiscoverInputIDs(RenderNode* root) {
|
| + // Pass 1: see which texture ID's have been used.
|
| + stage_ = DiscoveryStage;
|
| + root->Accept(this);
|
| +}
|
| +
|
| +void TextureGenerator::GenerateGLTexIDs() {
|
| + int numTextures = discovered_ids_.size();
|
| + tex_ids_.reset(new GLuint[numTextures]);
|
| + glGenTextures(numTextures, tex_ids_.get());
|
| +}
|
| +
|
| +void TextureGenerator::AssignIDMapping() {
|
| + // In the original version of this code the assigned ID's were not
|
| + // GL tex ID's, but newly generated consecutive ID's that indexed
|
| + // into an array of GL tex ID's. There's no need for this and now
|
| + // I'm instead generating the GL tex ID's upfront and assigning
|
| + // *those* in the remapping -- this more accurately reflects the
|
| + // behavior in Chromium, and it also takes out some design
|
| + // complexity that came from the extra layer of indirection.
|
| + // HOWEVER -- when I was assigning my own ID's before, I did some
|
| + // clever tricks to make sure the assignation was idempotent.
|
| + // Instead of going to even more clever lengths to preserve that
|
| + // property, I now just assume that the visitor will encounter each
|
| + // node (and consequently each texture) exactly once during a
|
| + // traversal of the tree -- this shouldn't be a hard guarantee
|
| + // to make.
|
| + int j = 0;
|
| + typedef std::set<int>::iterator id_itr;
|
| + for (id_itr i = discovered_ids_.begin();
|
| + i != discovered_ids_.end();
|
| + ++i, ++j) {
|
| + remapped_ids_[*i] = tex_ids_[j];
|
| + }
|
| +}
|
| +
|
| +void TextureGenerator::WriteOutNewIDs(RenderNode* root) {
|
| + // Pass 2: write the new texture ID's back into the texture objects.
|
| + stage_ = RemappingStage;
|
| + root->Accept(this);
|
| +}
|
| +
|
| +void TextureGenerator::AllocateImageArray() {
|
| + image_data_.reset(new ImagePtr[discovered_ids_.size()]);
|
| + images_generated_ = 0;
|
| +}
|
| +
|
| +void TextureGenerator::BuildTextureImages(RenderNode* root) {
|
| + // Pass 3: use the texture metadata to generate images for the
|
| + // textures, and set up the textures for use by OpenGL. This
|
| + // doesn't *have* to be a separate pass (it could be rolled
|
| + // into pass 2) but I think this is more clear and performance
|
| + // shouldn't be bad.
|
| + stage_ = ImageGenerationStage;
|
| + root->Accept(this);
|
| +}
|
| +
|
| +void TextureGenerator::HandleTexture(int* texID,
|
| + int width,
|
| + int height,
|
| + GLenum format) {
|
| + if (*texID == -1)
|
| + return; // -1 means it's not a real texture.
|
| + switch (stage_) {
|
| + case DiscoveryStage:
|
| + discovered_ids_.insert(*texID);
|
| + break;
|
| + case RemappingStage:
|
| + *texID = remapped_ids_[*texID];
|
| + break;
|
| + case ImageGenerationStage:
|
| + // Only handle this one if we haven't already built a
|
| + // texture for its ID.
|
| + if (ids_for_completed_textures_.count(*texID))
|
| + return;
|
| + GenerateImageForTexture(*texID, width, height, format);
|
| + ids_for_completed_textures_.insert(*texID);
|
| + break;
|
| + }
|
| +}
|
| +
|
| +void TextureGenerator::GenerateImageForTexture(int texID,
|
| + int width,
|
| + int height,
|
| + GLenum format) {
|
| + int bytes_per_pixel = FormatBytesPerPixel(format);
|
| + DCHECK_LE(bytes_per_pixel, 4);
|
| + int imgID = images_generated_++;
|
| + image_data_[imgID].reset(new uint8[width*height*bytes_per_pixel]);
|
| + // Pick random colors to use for this texture.
|
| + uint8 random_color[4];
|
| + for (int c = 0; c < 4; ++c) {
|
| + random_color[c] = std::rand() % 255;
|
| + }
|
| + // Create the image from those colors.
|
| + for (int x = 0; x < width; ++x) {
|
| + for (int y = 0; y < height; ++y) {
|
| + int pix_addr = (y * width + x) * bytes_per_pixel;
|
| + for (int c = 0; c < bytes_per_pixel; ++c) {
|
| + bool on = ((x/8) + (y/8)) % 2;
|
| + uint8 v = on ? random_color[c] : ~random_color[c];
|
| + (image_data_[imgID])[pix_addr + c] = v;
|
| + }
|
| + if (bytes_per_pixel == 4) { // Randomize alpha.
|
| + image_data_[imgID][pix_addr + 3] = std::rand() % 255;
|
| + }
|
| + }
|
| + }
|
| + // Set up GL texture.
|
| + glBindTexture(GL_TEXTURE_2D, texID);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
| + glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
| + glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
| + glTexImage2D(GL_TEXTURE_2D,
|
| + 0,
|
| + format,
|
| + width, height,
|
| + 0,
|
| + format,
|
| + GL_UNSIGNED_BYTE,
|
| + image_data_[imgID].get());
|
| +}
|
| +
|
|
|