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| 1 // Copyright (c) 2012 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 #include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h" |
| 6 |
| 7 #include "base/basictypes.h" |
| 8 #include "gpu/command_buffer/common/types.h" |
| 9 #include "gpu/command_buffer/service/gl_utils.h" |
| 10 |
| 11 #define SHADER0(Src) #Src |
| 12 #define SHADER(Src) SHADER0(Src) |
| 13 |
| 14 namespace { |
| 15 |
| 16 const GLfloat kQuadVertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, |
| 17 1.0f, -1.0f, 0.0f, 1.0f, |
| 18 1.0f, 1.0f, 0.0f, 1.0f, |
| 19 -1.0f, 1.0f, 0.0f, 1.0f }; |
| 20 |
| 21 const GLfloat kTextureCoords[] = { 0.0f, 0.0f, |
| 22 1.0f, 0.0f, |
| 23 1.0f, 1.0f, |
| 24 0.0f, 1.0f }; |
| 25 |
| 26 const int kNumShaders = 5; |
| 27 enum ShaderId { |
| 28 VERTEX_SHADER_POS_TEX, |
| 29 FRAGMENT_SHADER_TEX, |
| 30 FRAGMENT_SHADER_TEX_FLIP_Y, |
| 31 FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA, |
| 32 FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y |
| 33 }; |
| 34 |
| 35 enum ProgramId { |
| 36 PROGRAM_COPY_TEXTURE, |
| 37 PROGRAM_COPY_TEXTURE_FLIP_Y, |
| 38 PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA, |
| 39 PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY |
| 40 }; |
| 41 |
| 42 // Returns the correct program to evaluate the copy operation for |
| 43 // the CHROMIUM_flipy and premultiply alpha pixel store settings. |
| 44 ProgramId GetProgram(bool flip_y, bool premultiply_alpha) { |
| 45 if (flip_y && premultiply_alpha) |
| 46 return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY; |
| 47 |
| 48 if (flip_y) |
| 49 return PROGRAM_COPY_TEXTURE_FLIP_Y; |
| 50 |
| 51 if (premultiply_alpha) |
| 52 return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA; |
| 53 |
| 54 return PROGRAM_COPY_TEXTURE; |
| 55 } |
| 56 |
| 57 const char* GetShaderSource(ShaderId shader) { |
| 58 switch (shader) { |
| 59 case VERTEX_SHADER_POS_TEX: |
| 60 return SHADER( |
| 61 precision mediump float; |
| 62 attribute vec4 a_position; |
| 63 attribute vec2 a_texCoord; |
| 64 varying vec2 v_uv; |
| 65 void main(void) { |
| 66 gl_Position = a_position; |
| 67 v_uv = a_texCoord; |
| 68 }); |
| 69 case FRAGMENT_SHADER_TEX: |
| 70 return SHADER( |
| 71 precision mediump float; |
| 72 uniform sampler2D u_texSampler; |
| 73 varying vec2 v_uv; |
| 74 void main(void) { |
| 75 gl_FragColor = texture2D(u_texSampler, v_uv.st); |
| 76 }); |
| 77 case FRAGMENT_SHADER_TEX_FLIP_Y: |
| 78 return SHADER( |
| 79 precision mediump float; |
| 80 uniform sampler2D u_texSampler; |
| 81 varying vec2 v_uv; |
| 82 void main(void) { |
| 83 gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t)); |
| 84 }); |
| 85 case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA: |
| 86 return SHADER( |
| 87 precision mediump float; |
| 88 uniform sampler2D u_texSampler; |
| 89 varying vec2 v_uv; |
| 90 void main(void) { |
| 91 gl_FragColor = texture2D(u_texSampler, v_uv.st); |
| 92 gl_FragColor.rgb *= gl_FragColor.a; |
| 93 }); |
| 94 case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y: |
| 95 return SHADER( |
| 96 precision mediump float; |
| 97 uniform sampler2D u_texSampler; |
| 98 varying vec2 v_uv; |
| 99 void main(void) { |
| 100 gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t)); |
| 101 gl_FragColor.rgb *= gl_FragColor.a; |
| 102 }); |
| 103 default: |
| 104 return 0; |
| 105 } |
| 106 } |
| 107 |
| 108 } // namespace |
| 109 |
| 110 void CopyTextureCHROMIUMResourceManager::Initialize() { |
| 111 COMPILE_ASSERT( |
| 112 kVertexPositionAttrib == 0u || kVertexTextureAttrib == 0u, |
| 113 CopyTexture_One_of_these_attribs_must_be_0); |
| 114 |
| 115 // Initialize all of the GPU resources required to perform the copy. |
| 116 glGenBuffersARB(2, buffer_ids_); |
| 117 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]); |
| 118 glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, |
| 119 GL_STATIC_DRAW); |
| 120 |
| 121 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]); |
| 122 glBufferData(GL_ARRAY_BUFFER, sizeof(kTextureCoords), kTextureCoords, |
| 123 GL_STATIC_DRAW); |
| 124 |
| 125 glGenFramebuffersEXT(1, &framebuffer_); |
| 126 |
| 127 GLuint shaders[kNumShaders]; |
| 128 for (int shader = 0; shader < kNumShaders; ++shader) { |
| 129 shaders[shader] = glCreateShader( |
| 130 shader == 0 ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER); |
| 131 const char* shader_source = GetShaderSource(static_cast<ShaderId>(shader)); |
| 132 glShaderSource(shaders[shader], 1, &shader_source, 0); |
| 133 glCompileShader(shaders[shader]); |
| 134 #ifndef NDEBUG |
| 135 GLint compile_status; |
| 136 glGetShaderiv(shaders[shader], GL_COMPILE_STATUS, &compile_status); |
| 137 if (GL_TRUE != compile_status) |
| 138 DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure."; |
| 139 #endif |
| 140 } |
| 141 |
| 142 for (int program = 0; program < kNumPrograms; ++program) { |
| 143 programs_[program] = glCreateProgram(); |
| 144 glAttachShader(programs_[program], shaders[0]); |
| 145 glAttachShader(programs_[program], shaders[program + 1]); |
| 146 |
| 147 glBindAttribLocation(programs_[program], kVertexPositionAttrib, |
| 148 "a_position"); |
| 149 glBindAttribLocation(programs_[program], kVertexTextureAttrib, |
| 150 "a_texCoord"); |
| 151 |
| 152 glLinkProgram(programs_[program]); |
| 153 #ifndef NDEBUG |
| 154 GLint linked; |
| 155 glGetProgramiv(programs_[program], GL_LINK_STATUS, &linked); |
| 156 if (!linked) |
| 157 DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure."; |
| 158 #endif |
| 159 |
| 160 sampler_locations_[program] = glGetUniformLocation(programs_[program], |
| 161 "u_texSampler"); |
| 162 |
| 163 } |
| 164 |
| 165 for (int shader = 0; shader < kNumShaders; ++shader) |
| 166 glDeleteShader(shaders[shader]); |
| 167 |
| 168 initialized_ = true; |
| 169 } |
| 170 |
| 171 void CopyTextureCHROMIUMResourceManager::Destroy() { |
| 172 if (!initialized_) |
| 173 return; |
| 174 |
| 175 glDeleteFramebuffersEXT(1, &framebuffer_); |
| 176 |
| 177 for (int program = 0; program < kNumPrograms; ++program) |
| 178 glDeleteProgram(programs_[program]); |
| 179 |
| 180 glDeleteBuffersARB(2, buffer_ids_); |
| 181 } |
| 182 |
| 183 void CopyTextureCHROMIUMResourceManager::DoCopyTexture( |
| 184 GLenum target, |
| 185 GLuint source_id, |
| 186 GLuint dest_id, |
| 187 GLint level, |
| 188 bool flip_y, |
| 189 bool premultiply_alpha) { |
| 190 if (!initialized_) { |
| 191 DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager."; |
| 192 return; |
| 193 } |
| 194 |
| 195 GLuint program = GetProgram(flip_y, premultiply_alpha); |
| 196 glUseProgram(programs_[program]); |
| 197 |
| 198 #ifndef NDEBUG |
| 199 glValidateProgram(programs_[program]); |
| 200 GLint validation_status; |
| 201 glGetProgramiv(programs_[program], GL_VALIDATE_STATUS, &validation_status); |
| 202 if (GL_TRUE != validation_status) { |
| 203 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader."; |
| 204 return; |
| 205 } |
| 206 #endif |
| 207 |
| 208 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_); |
| 209 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, |
| 210 dest_id, level); |
| 211 |
| 212 #ifndef NDEBUG |
| 213 GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); |
| 214 if (GL_FRAMEBUFFER_COMPLETE != fb_status) { |
| 215 DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer."; |
| 216 return; |
| 217 } |
| 218 #endif |
| 219 |
| 220 glEnableVertexAttribArray(kVertexPositionAttrib); |
| 221 glEnableVertexAttribArray(kVertexTextureAttrib); |
| 222 |
| 223 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]); |
| 224 glVertexAttribPointer(kVertexPositionAttrib, 4, GL_FLOAT, GL_FALSE, |
| 225 4 * sizeof(GLfloat), 0); |
| 226 |
| 227 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]); |
| 228 glVertexAttribPointer(kVertexTextureAttrib, 2, GL_FLOAT, GL_FALSE, |
| 229 2 * sizeof(GLfloat), 0); |
| 230 |
| 231 glActiveTexture(GL_TEXTURE0); |
| 232 glUniform1i(sampler_locations_[program], 0); |
| 233 |
| 234 glBindTexture(GL_TEXTURE_2D, source_id); |
| 235 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 236 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 237 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 238 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 239 |
| 240 glDisable(GL_DEPTH_TEST); |
| 241 glDisable(GL_SCISSOR_TEST); |
| 242 glDisable(GL_STENCIL_TEST); |
| 243 glDisable(GL_CULL_FACE); |
| 244 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| 245 glDepthMask(GL_FALSE); |
| 246 glDisable(GL_BLEND); |
| 247 |
| 248 glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| 249 } |
| 250 |
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