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Issue 12255032: Implement "hole" video frame. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 7 years, 10 months ago
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1 // Copyright 2010 The Chromium Authors. All rights reserved. 1 // Copyright 2010 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "cc/gl_renderer.h" 5 #include "cc/gl_renderer.h"
6 6
7 #include <set> 7 #include <set>
8 #include <string> 8 #include <string>
9 #include <vector> 9 #include <vector>
10 10
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982 982
983 void GLRenderer::drawStreamVideoQuad(const DrawingFrame& frame, const StreamVide oDrawQuad* quad) 983 void GLRenderer::drawStreamVideoQuad(const DrawingFrame& frame, const StreamVide oDrawQuad* quad)
984 { 984 {
985 static float glMatrix[16]; 985 static float glMatrix[16];
986 986
987 DCHECK(m_capabilities.usingEglImage); 987 DCHECK(m_capabilities.usingEglImage);
988 988
989 const VideoStreamTextureProgram* program = videoStreamTextureProgram(); 989 const VideoStreamTextureProgram* program = videoStreamTextureProgram();
990 setUseProgram(program->program()); 990 setUseProgram(program->program());
991 991
992 if (quad->texture_id == 0) {
Vangelis Kokkevis 2013/02/21 18:52:54 I'm not too fond of the idea of using texture_id =
danakj 2013/02/21 19:01:51 That sounds like a solid color quad with needs ble
wonsik2 2013/02/26 04:52:24 Created a new quad type; PTAL
wonsik2 2013/02/26 04:52:24 I tried SolidColorDrawQuad with needs_blending ==
wonsik2 2013/02/26 06:47:03 With further investigation, it turned out that an
993 // When texture_id == 0, punch a hole instead of rendering. The video
994 // will be composited outside of Chrome rendering pipeline, and where
995 // video should be composited should remain transparent in this case.
996 GLC(m_context, m_context->blendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA));
997 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, program->vert exShader().matrixLocation());
998 GLC(m_context, m_context->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
999 return;
1000 }
1001
992 toGLMatrix(&glMatrix[0], quad->matrix); 1002 toGLMatrix(&glMatrix[0], quad->matrix);
993 GLC(context(), context()->uniformMatrix4fv(program->vertexShader().texMatrix Location(), 1, false, glMatrix)); 1003 GLC(context(), context()->uniformMatrix4fv(program->vertexShader().texMatrix Location(), 1, false, glMatrix));
994 1004
995 GLC(context(), context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, quad->texture _id)); 1005 GLC(context(), context()->bindTexture(GL_TEXTURE_EXTERNAL_OES, quad->texture _id));
996 1006
997 GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocatio n(), 0)); 1007 GLC(context(), context()->uniform1i(program->fragmentShader().samplerLocatio n(), 0));
998 1008
999 setShaderOpacity(quad->opacity(), program->fragmentShader().alphaLocation()) ; 1009 setShaderOpacity(quad->opacity(), program->fragmentShader().alphaLocation()) ;
1000 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, program->vertexSh ader().matrixLocation()); 1010 drawQuadGeometry(frame, quad->quadTransform(), quad->rect, program->vertexSh ader().matrixLocation());
1001 } 1011 }
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1831 1841
1832 releaseRenderPassTextures(); 1842 releaseRenderPassTextures();
1833 } 1843 }
1834 1844
1835 bool GLRenderer::isContextLost() 1845 bool GLRenderer::isContextLost()
1836 { 1846 {
1837 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR); 1847 return (m_context->getGraphicsResetStatusARB() != GL_NO_ERROR);
1838 } 1848 }
1839 1849
1840 } // namespace cc 1850 } // namespace cc
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