Index: gpu/tools/compositor_model_bench/render_model_utils.cc |
=================================================================== |
--- gpu/tools/compositor_model_bench/render_model_utils.cc (revision 98709) |
+++ gpu/tools/compositor_model_bench/render_model_utils.cc (working copy) |
@@ -1,176 +0,0 @@ |
-// 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()); |
-} |
- |