Index: third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
diff --git a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
index e58b10d5d2145831fc887598233c368848d95b16..40794bb8a10cd65ab8710f2250454db70d7990a0 100644 |
--- a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
+++ b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp |
@@ -4385,7 +4385,7 @@ |
if (!canvas->is3D()) { |
ImageBuffer* buffer = canvas->buffer(); |
- if (!buffer->copyToPlatformTexture(webContext(), GL_TEXTURE_2D, targetTexture, targetInternalformat, targetType, |
+ if (!buffer->copyToPlatformTexture(webContext(), targetTexture, targetInternalformat, targetType, |
targetLevel, m_unpackPremultiplyAlpha, m_unpackFlipY)) { |
ASSERT_NOT_REACHED(); |
} |
@@ -4417,51 +4417,6 @@ |
} |
} |
-bool WebGLRenderingContextBase::texImage2DVideoByGPU(TexImageFunctionType functionType, WebGLTexture* texture, GLenum target, |
- GLint level, GLenum internalformat, GLenum type, GLint xoffset, GLint yoffset, HTMLVideoElement* video) |
-{ |
- typedef WebMediaPlayer::CopyVideoTextureParams CopyParams; |
- if (video->copyVideoTextureToPlatformTexture(webContext(), |
- CopyParams( |
- functionType == NotTexSubImage2D ? CopyParams::FullCopy : CopyParams::SubCopy, |
- target, texture->object(), internalformat, type, level, xoffset, |
- yoffset, m_unpackPremultiplyAlpha, m_unpackFlipY))) { |
- if (functionType == NotTexSubImage2D) |
- texture->setLevelInfo(target, level, internalformat, video->videoWidth(), video->videoHeight(), 1, type); |
- return true; |
- } |
- |
- // Try using an accelerated image buffer, this allows YUV conversion to be done on the GPU. |
- OwnPtr<ImageBufferSurface> surface = adoptPtr(new AcceleratedImageBufferSurface(IntSize(video->videoWidth(), video->videoHeight()))); |
- if (surface->isValid()) { |
- OwnPtr<ImageBuffer> imageBuffer(ImageBuffer::create(surface.release())); |
- if (imageBuffer) { |
- // The video element paints an RGBA frame into our surface here. By using an AcceleratedImageBufferSurface, |
- // we enable the WebMediaPlayer implementation to do any necessary color space conversion on the GPU (though it |
- // may still do a CPU conversion and upload the results). |
- video->paintCurrentFrame(imageBuffer->canvas(), IntRect(0, 0, video->videoWidth(), video->videoHeight()), nullptr); |
- |
- // This is a straight GPU-GPU copy, any necessary color space conversion was handled in the paintCurrentFrameInContext() call. |
- switch (functionType) { |
- case NotTexSubImage2D: |
- if (imageBuffer->copyToPlatformTexture(webContext(), target, texture->object(), internalformat, type, |
- level, m_unpackPremultiplyAlpha, m_unpackFlipY)) { |
- texture->setLevelInfo(target, level, internalformat, video->videoWidth(), video->videoHeight(), 1, type); |
- return true; |
- } |
- break; |
- case TexSubImage2D: |
- if (imageBuffer->copySubToPlatformTexture(webContext(), target, texture->object(), level, |
- xoffset, yoffset, video->videoWidth(), video->videoHeight(), m_unpackPremultiplyAlpha, m_unpackFlipY)) { |
- return true; |
- } |
- break; |
- } |
- } |
- } |
- return false; |
-} |
- |
void WebGLRenderingContextBase::texImage2D(GLenum target, GLint level, GLenum internalformat, |
GLenum format, GLenum type, HTMLCanvasElement* canvas, ExceptionState& exceptionState) |
{ |
@@ -4508,9 +4463,31 @@ |
// Otherwise, it will fall back to the normal SW path. |
WebGLTexture* texture = validateTextureBinding("texImage2D", target, true); |
ASSERT(texture); |
- if (Extensions3DUtil::canUseCopyTextureCHROMIUM(target, internalformat, type, level)) { |
- if (texImage2DVideoByGPU(NotTexSubImage2D, texture, target, level, internalformat, type, 0, 0, video)) |
+ if (GL_TEXTURE_2D == target) { |
+ if (Extensions3DUtil::canUseCopyTextureCHROMIUM(target, internalformat, type, level) |
+ && video->copyVideoTextureToPlatformTexture(webContext(), texture->object(), internalformat, type, m_unpackPremultiplyAlpha, m_unpackFlipY)) { |
+ texture->setLevelInfo(target, level, internalformat, video->videoWidth(), video->videoHeight(), 1, type); |
return; |
+ } |
+ |
+ // Try using an accelerated image buffer, this allows YUV conversion to be done on the GPU. |
+ OwnPtr<ImageBufferSurface> surface = adoptPtr(new AcceleratedImageBufferSurface(IntSize(video->videoWidth(), video->videoHeight()))); |
+ if (surface->isValid()) { |
+ OwnPtr<ImageBuffer> imageBuffer(ImageBuffer::create(surface.release())); |
+ if (imageBuffer) { |
+ // The video element paints an RGBA frame into our surface here. By using an AcceleratedImageBufferSurface, |
+ // we enable the WebMediaPlayer implementation to do any necessary color space conversion on the GPU (though it |
+ // may still do a CPU conversion and upload the results). |
+ video->paintCurrentFrame(imageBuffer->canvas(), IntRect(0, 0, video->videoWidth(), video->videoHeight()), nullptr); |
+ |
+ // This is a straight GPU-GPU copy, any necessary color space conversion was handled in the paintCurrentFrameInContext() call. |
+ if (imageBuffer->copyToPlatformTexture(webContext(), texture->object(), internalformat, type, |
+ level, m_unpackPremultiplyAlpha, m_unpackFlipY)) { |
+ texture->setLevelInfo(target, level, internalformat, video->videoWidth(), video->videoHeight(), 1, type); |
+ return; |
+ } |
+ } |
+ } |
} |
// Normal pure SW path. |
@@ -4725,16 +4702,6 @@ |
if (isContextLost() || !validateHTMLVideoElement("texSubImage2D", video, exceptionState) |
|| !validateTexFunc("texSubImage2D", TexSubImage2D, SourceHTMLVideoElement, target, level, 0, video->videoWidth(), video->videoHeight(), 0, format, type, xoffset, yoffset)) |
return; |
- |
- // Go through the fast path doing a GPU-GPU textures copy without a readback to system memory if possible. |
- // Otherwise, it will fall back to the normal SW path. |
- WebGLTexture* texture = validateTextureBinding("texSubImage2D", target, true); |
- ASSERT(texture); |
- if (Extensions3DUtil::canUseCopyTextureCHROMIUM(target, GL_RGBA, type, level)) { |
- if (texImage2DVideoByGPU(TexSubImage2D, texture, target, level, GL_FALSE, |
- GL_FALSE, xoffset, yoffset, video)) |
- return; |
- } |
RefPtr<Image> image = videoFrameToImage(video); |
if (!image) |