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| 1 // Copyright 2015 The Chromium Authors. All rights reserved. | 1 // Copyright 2015 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/common/gpu/media/avda_codec_image.h" | 5 #include "content/common/gpu/media/avda_codec_image.h" |
| 6 | 6 |
| 7 #include "content/common/gpu/media/avda_shared_state.h" | 7 #include "content/common/gpu/media/avda_shared_state.h" |
| 8 #include "gpu/command_buffer/service/context_group.h" | |
| 8 #include "gpu/command_buffer/service/context_state.h" | 9 #include "gpu/command_buffer/service/context_state.h" |
| 9 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" | 10 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
| 10 #include "gpu/command_buffer/service/texture_manager.h" | 11 #include "gpu/command_buffer/service/texture_manager.h" |
| 11 #include "ui/gl/android/surface_texture.h" | 12 #include "ui/gl/android/surface_texture.h" |
| 12 #include "ui/gl/gl_context.h" | 13 #include "ui/gl/gl_context.h" |
| 13 #include "ui/gl/scoped_make_current.h" | 14 #include "ui/gl/scoped_make_current.h" |
| 14 | 15 |
| 15 namespace content { | 16 namespace content { |
| 16 | 17 |
| 17 AVDACodecImage::AVDACodecImage( | 18 AVDACodecImage::AVDACodecImage( |
| (...skipping 25 matching lines...) Expand all Loading... | |
| 43 | 44 |
| 44 gfx::Size AVDACodecImage::GetSize() { | 45 gfx::Size AVDACodecImage::GetSize() { |
| 45 return size_; | 46 return size_; |
| 46 } | 47 } |
| 47 | 48 |
| 48 unsigned AVDACodecImage::GetInternalFormat() { | 49 unsigned AVDACodecImage::GetInternalFormat() { |
| 49 return GL_RGBA; | 50 return GL_RGBA; |
| 50 } | 51 } |
| 51 | 52 |
| 52 bool AVDACodecImage::BindTexImage(unsigned target) { | 53 bool AVDACodecImage::BindTexImage(unsigned target) { |
| 53 return true; | 54 return false; |
| 54 } | 55 } |
| 55 | 56 |
| 56 void AVDACodecImage::ReleaseTexImage(unsigned target) {} | 57 void AVDACodecImage::ReleaseTexImage(unsigned target) {} |
| 57 | 58 |
| 58 bool AVDACodecImage::CopyTexSubImage(unsigned target, | 59 bool AVDACodecImage::CopyTexImage(unsigned target) { |
| 59 const gfx::Point& offset, | |
| 60 const gfx::Rect& rect) { | |
| 61 return false; | |
| 62 } | |
| 63 | |
| 64 void AVDACodecImage::WillUseTexImage() { | |
| 65 // Have we bound the SurfaceTexture's texture handle to the active | 60 // Have we bound the SurfaceTexture's texture handle to the active |
| 66 // texture unit yet? | 61 // texture unit yet? |
| 67 bool bound_texture = false; | 62 bool bound_texture = false; |
| 68 | 63 |
| 69 // Attach the surface texture to our GL context if needed. | 64 // Attach the surface texture to our GL context if needed. |
| 70 if (!shared_state_->surface_texture_service_id()) { | 65 if (!shared_state_->surface_texture_service_id()) { |
| 71 AttachSurfaceTextureToContext(); | 66 AttachSurfaceTextureToContext(); |
| 72 bound_texture = true; | 67 bound_texture = true; |
| 73 } | 68 } |
| 74 | 69 |
| 75 // Make sure that we have the right image in the front buffer. | 70 // Make sure that we have the right image in the front buffer. |
| 76 bound_texture |= UpdateSurfaceTexture(); | 71 bound_texture |= UpdateSurfaceTexture(); |
| 77 | 72 |
| 78 // TODO(liberato): Handle the texture matrix properly. | 73 // TODO(liberato): Handle the texture matrix properly. |
| 79 // Either we can update the shader with it or we can move all of the logic | 74 // Either we can update the shader with it or we can move all of the logic |
| 80 // to updateTexImage() to the right place in the cc to send it to the shader. | 75 // to updateTexImage() to the right place in the cc to send it to the shader. |
| 81 // For now, we just skip it. crbug.com/530681 | 76 // For now, we just skip it. crbug.com/530681 |
| 82 | 77 |
| 83 // Sneakily bind the ST texture handle in the real GL context. | 78 gpu::gles2::TextureManager* texture_manager = |
| 84 // If we called UpdateTexImage() to update the ST front buffer, then we can | 79 decoder_->GetContextGroup()->texture_manager(); |
| 85 // skip this. Since one draw/frame is the common case, we optimize for it. | 80 gpu::gles2::Texture* texture = |
| 86 if (!bound_texture) | 81 texture_manager->GetTextureForServiceId( |
| 87 glBindTexture(GL_TEXTURE_EXTERNAL_OES, | 82 shared_state_->surface_texture_service_id()); |
|
liberato (no reviews please)
2015/10/19 16:11:41
this still needs to be done, but i don't see it in
reveman
2015/10/19 16:28:17
We get this service id from the glGetIntegerv(GL_T
| |
| 88 shared_state_->surface_texture_service_id()); | 83 if (texture) { |
| 84 // By setting image state to UNBOUND instead of COPIED we ensure that | |
| 85 // CopyTexImage() is called each time the surface texture is used for | |
| 86 // drawing. | |
| 87 texture->SetLevelImage(GL_TEXTURE_EXTERNAL_OES, 0, this, | |
| 88 gpu::gles2::Texture::UNBOUND); | |
| 89 } | |
| 90 | |
| 91 return true; | |
| 89 } | 92 } |
| 90 | 93 |
| 91 void AVDACodecImage::DidUseTexImage() { | 94 bool AVDACodecImage::CopyTexSubImage(unsigned target, |
| 92 // Unbind the ST's service_id in the real GL context in favor of whatever | 95 const gfx::Point& offset, |
| 93 // the decoder thinks is bound there. | 96 const gfx::Rect& rect) { |
| 94 const gpu::gles2::ContextState* state = decoder_->GetContextState(); | 97 return false; |
| 95 const gpu::gles2::TextureUnit& active_unit = | |
| 96 state->texture_units[state->active_texture_unit]; | |
| 97 glBindTexture(GL_TEXTURE_EXTERNAL_OES, | |
|
liberato (no reviews please)
2015/10/19 16:11:41
i think this still needs to happen as well.
| |
| 98 active_unit.bound_texture_external_oes.get() | |
| 99 ? active_unit.bound_texture_external_oes->service_id() | |
| 100 : 0); | |
| 101 } | 98 } |
| 102 | 99 |
| 103 bool AVDACodecImage::ScheduleOverlayPlane(gfx::AcceleratedWidget widget, | 100 bool AVDACodecImage::ScheduleOverlayPlane(gfx::AcceleratedWidget widget, |
| 104 int z_order, | 101 int z_order, |
| 105 gfx::OverlayTransform transform, | 102 gfx::OverlayTransform transform, |
| 106 const gfx::Rect& bounds_rect, | 103 const gfx::Rect& bounds_rect, |
| 107 const gfx::RectF& crop_rect) { | 104 const gfx::RectF& crop_rect) { |
| 108 return false; | 105 return false; |
| 109 } | 106 } |
| 110 | 107 |
| (...skipping 58 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 169 | 166 |
| 170 // The surface texture is already detached, so just attach it. | 167 // The surface texture is already detached, so just attach it. |
| 171 surface_texture_->AttachToGLContext(); | 168 surface_texture_->AttachToGLContext(); |
| 172 shared_state_->set_surface_texture_service_id(surface_texture_service_id); | 169 shared_state_->set_surface_texture_service_id(surface_texture_service_id); |
| 173 detach_surface_texture_on_destruction_ = true; | 170 detach_surface_texture_on_destruction_ = true; |
| 174 | 171 |
| 175 // We do not restore the GL state here. | 172 // We do not restore the GL state here. |
| 176 } | 173 } |
| 177 | 174 |
| 178 } // namespace content | 175 } // namespace content |
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