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| 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 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 | 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 "content/renderer/gpu/compositor_software_output_device_gl_adapter.h" | 5 #include "content/renderer/gpu/compositor_software_output_device_gl_adapter.h" |
| 6 | 6 |
| 7 #include "base/debug/trace_event.h" | 7 #include "base/debug/trace_event.h" |
| 8 #include "base/logging.h" | |
| 9 #include "third_party/skia/include/core/SkBitmap.h" | 8 #include "third_party/skia/include/core/SkBitmap.h" |
| 9 #include "third_party/skia/include/core/SkCanvas.h" |
| 10 #include "third_party/skia/include/core/SkDevice.h" |
| 10 #include "third_party/skia/include/core/SkPixelRef.h" | 11 #include "third_party/skia/include/core/SkPixelRef.h" |
| 11 #include "third_party/skia/include/core/SkDevice.h" | |
| 12 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3
D.h" | |
| 13 #include "third_party/WebKit/Source/Platform/chromium/public/WebSize.h" | |
| 14 | 12 |
| 15 #include <GLES2/gl2.h> | 13 #include <GLES2/gl2.h> |
| 16 | 14 |
| 17 using WebKit::WebImage; | |
| 18 using WebKit::WebGraphicsContext3D; | |
| 19 using WebKit::WebSize; | |
| 20 | |
| 21 namespace content { | 15 namespace content { |
| 22 | 16 |
| 23 //------------------------------------------------------------------------------ | |
| 24 | |
| 25 CompositorSoftwareOutputDeviceGLAdapter:: | 17 CompositorSoftwareOutputDeviceGLAdapter:: |
| 26 CompositorSoftwareOutputDeviceGLAdapter(WebGraphicsContext3D* context3D) | 18 CompositorSoftwareOutputDeviceGLAdapter( |
| 27 : initialized_(false), | 19 WebKit::WebGraphicsContext3D* context3d) |
| 28 program_(0), | 20 : program_(0), |
| 29 vertex_shader_(0), | 21 vertex_shader_(0), |
| 30 fragment_shader_(0), | 22 fragment_shader_(0), |
| 31 vertex_buffer_(0), | 23 vertex_buffer_(0), |
| 32 framebuffer_texture_id_(0), | 24 texture_id_(0), |
| 33 context3d_(context3D), | 25 context3d_(context3d) { |
| 34 locked_for_write_(false) { | 26 CHECK(context3d); |
| 35 } | 27 } |
| 36 | 28 |
| 37 CompositorSoftwareOutputDeviceGLAdapter:: | 29 CompositorSoftwareOutputDeviceGLAdapter:: |
| 38 ~CompositorSoftwareOutputDeviceGLAdapter() { | 30 ~CompositorSoftwareOutputDeviceGLAdapter() { |
| 39 Destroy(); | 31 if (!device_) |
| 32 return; |
| 33 |
| 34 context3d_->makeContextCurrent(); |
| 35 context3d_->deleteShader(vertex_shader_); |
| 36 context3d_->deleteShader(fragment_shader_); |
| 37 context3d_->deleteProgram(program_); |
| 38 context3d_->deleteBuffer(vertex_buffer_); |
| 39 context3d_->deleteTexture(texture_id_); |
| 40 } | 40 } |
| 41 | 41 |
| 42 WebImage* CompositorSoftwareOutputDeviceGLAdapter::Lock(bool forWrite) { | 42 void CompositorSoftwareOutputDeviceGLAdapter::Resize( |
| 43 locked_for_write_ = forWrite; | 43 const gfx::Size& viewport_size) { |
| 44 image_ = device_->accessBitmap(forWrite); | 44 if (!device_) |
| 45 return &image_; | 45 InitShaders(); |
| 46 |
| 47 cc::SoftwareOutputDevice::Resize(viewport_size); |
| 48 |
| 49 context3d_->makeContextCurrent(); |
| 50 context3d_->ensureBackbufferCHROMIUM(); |
| 51 context3d_->viewport(0, 0, viewport_size.width(), viewport_size.height()); |
| 52 context3d_->reshape(viewport_size.width(), viewport_size.height()); |
| 46 } | 53 } |
| 47 | 54 |
| 48 void CompositorSoftwareOutputDeviceGLAdapter::Unlock() { | 55 void CompositorSoftwareOutputDeviceGLAdapter::EndPaint( |
| 49 if (locked_for_write_) | 56 cc::SoftwareFrameData* frame_data) { |
| 50 Draw(device_->accessBitmap(false).pixelRef()->pixels()); | 57 DCHECK(device_); |
| 51 image_.reset(); | 58 DCHECK(frame_data == NULL); |
| 59 |
| 60 TRACE_EVENT0("renderer", "CompositorSoftwareOutputDeviceGLAdapter::EndPaint"); |
| 61 const SkBitmap& bitmap = device_->accessBitmap(false); |
| 62 |
| 63 context3d_->makeContextCurrent(); |
| 64 context3d_->ensureBackbufferCHROMIUM(); |
| 65 context3d_->clear(GL_COLOR_BUFFER_BIT); |
| 66 context3d_->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, |
| 67 viewport_size_.width(), viewport_size_.height(), |
| 68 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap.pixelRef()->pixels()); |
| 69 context3d_->drawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| 70 context3d_->prepareTexture(); |
| 52 } | 71 } |
| 53 | 72 |
| 54 void CompositorSoftwareOutputDeviceGLAdapter::DidChangeViewportSize( | 73 void CompositorSoftwareOutputDeviceGLAdapter::InitShaders() { |
| 55 gfx::Size size) { | |
| 56 if (!initialized_) | |
| 57 Initialize(); | |
| 58 | |
| 59 if (framebuffer_texture_size_ != gfx::Size(size)) | |
| 60 Resize(size); | |
| 61 } | |
| 62 | |
| 63 void CompositorSoftwareOutputDeviceGLAdapter::Initialize() { | |
| 64 // Vertex shader that flips the y axis. | 74 // Vertex shader that flips the y axis. |
| 65 static const char g_vertex_shader[] = | 75 static const char g_vertex_shader[] = |
| 66 "attribute vec4 a_Position;" | 76 "attribute vec4 a_Position;" |
| 67 "attribute vec2 a_texCoord;" | 77 "attribute vec2 a_texCoord;" |
| 68 "varying vec2 v_texCoord;" | 78 "varying vec2 v_texCoord;" |
| 69 "void main() {" | 79 "void main() {" |
| 70 " gl_Position = a_Position;" | 80 " gl_Position = a_Position;" |
| 71 " gl_Position.y = -gl_Position.y;" | 81 " gl_Position.y = -gl_Position.y;" |
| 72 " v_texCoord = a_texCoord;" | 82 " v_texCoord = a_texCoord;" |
| 73 "}"; | 83 "}"; |
| (...skipping 45 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 119 context3d_->bindAttribLocation(program_, 1, "a_texCoord"); | 129 context3d_->bindAttribLocation(program_, 1, "a_texCoord"); |
| 120 | 130 |
| 121 context3d_->linkProgram(program_); | 131 context3d_->linkProgram(program_); |
| 122 context3d_->useProgram(program_); | 132 context3d_->useProgram(program_); |
| 123 | 133 |
| 124 int texture_uniform = context3d_->getUniformLocation(program_, "s_texture"); | 134 int texture_uniform = context3d_->getUniformLocation(program_, "s_texture"); |
| 125 context3d_->uniform1i(texture_uniform, 0); | 135 context3d_->uniform1i(texture_uniform, 0); |
| 126 context3d_->disable(GL_SCISSOR_TEST); | 136 context3d_->disable(GL_SCISSOR_TEST); |
| 127 context3d_->clearColor(0, 0, 1, 1); | 137 context3d_->clearColor(0, 0, 1, 1); |
| 128 | 138 |
| 129 initialized_ = true; | 139 texture_id_ = context3d_->createTexture(); |
| 130 } | 140 context3d_->bindTexture(GL_TEXTURE_2D, texture_id_); |
| 131 | |
| 132 void CompositorSoftwareOutputDeviceGLAdapter::Destroy() { | |
| 133 if (!initialized_) | |
| 134 return; | |
| 135 | |
| 136 context3d_->makeContextCurrent(); | |
| 137 context3d_->deleteShader(vertex_shader_); | |
| 138 context3d_->deleteShader(fragment_shader_); | |
| 139 context3d_->deleteProgram(program_); | |
| 140 context3d_->deleteBuffer(vertex_buffer_); | |
| 141 if (framebuffer_texture_id_) | |
| 142 context3d_->deleteTexture(framebuffer_texture_id_); | |
| 143 } | |
| 144 | |
| 145 void CompositorSoftwareOutputDeviceGLAdapter::Resize( | |
| 146 const gfx::Size& viewport_size) { | |
| 147 framebuffer_texture_size_ = viewport_size; | |
| 148 device_.reset(new SkDevice(SkBitmap::kARGB_8888_Config, | |
| 149 viewport_size.width(), viewport_size.height(), true)); | |
| 150 | |
| 151 context3d_->makeContextCurrent(); | |
| 152 context3d_->ensureBackbufferCHROMIUM(); | |
| 153 framebuffer_texture_id_ = context3d_->createTexture(); | |
| 154 context3d_->bindTexture(GL_TEXTURE_2D, framebuffer_texture_id_); | |
| 155 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 141 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 156 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 142 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 157 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 143 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 158 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | 144 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 159 | |
| 160 context3d_->viewport(0, 0, viewport_size.width(), viewport_size.height()); | |
| 161 context3d_->reshape(viewport_size.width(), viewport_size.height()); | |
| 162 } | |
| 163 | |
| 164 void CompositorSoftwareOutputDeviceGLAdapter::Draw(void* pixels) { | |
| 165 TRACE_EVENT0("renderer", "CompositorSoftwareOutputDeviceGLAdapter::Draw"); | |
| 166 if (!initialized_) | |
| 167 NOTREACHED(); | |
| 168 if (!framebuffer_texture_id_) | |
| 169 NOTREACHED(); | |
| 170 | |
| 171 context3d_->makeContextCurrent(); | |
| 172 context3d_->ensureBackbufferCHROMIUM(); | |
| 173 context3d_->clear(GL_COLOR_BUFFER_BIT); | |
| 174 | |
| 175 context3d_->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, | |
| 176 framebuffer_texture_size_.width(), framebuffer_texture_size_.height(), | |
| 177 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | |
| 178 | |
| 179 context3d_->drawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
| 180 | |
| 181 context3d_->prepareTexture(); | |
| 182 } | 145 } |
| 183 | 146 |
| 184 } // namespace content | 147 } // namespace content |
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