Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(543)

Unified Diff: content/common/gpu/stream_texture_android.cc

Issue 1536713002: Apply the Surface Texture transformation matrix during texture copy. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Apply stream texture transformation matrix by implemementing CopyTex(Sub)Image Created 5 years ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
« no previous file with comments | « content/common/gpu/stream_texture_android.h ('k') | no next file » | no next file with comments »
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
Index: content/common/gpu/stream_texture_android.cc
diff --git a/content/common/gpu/stream_texture_android.cc b/content/common/gpu/stream_texture_android.cc
index 84a0d1fa64223664b8c9fb6e41e062820ee38e1b..807e312638f78abbfe52f77484c5a4bbbdc43ed5 100644
--- a/content/common/gpu/stream_texture_android.cc
+++ b/content/common/gpu/stream_texture_android.cc
@@ -5,6 +5,7 @@
#include "content/common/gpu/stream_texture_android.h"
#include "base/bind.h"
+#include "base/strings/stringize_macros.h"
#include "content/common/android/surface_texture_peer.h"
#include "content/common/gpu/gpu_channel.h"
#include "content/common/gpu/gpu_messages.h"
@@ -14,6 +15,8 @@
#include "gpu/command_buffer/service/texture_manager.h"
#include "ui/gfx/geometry/size.h"
#include "ui/gl/gl_context.h"
+#include "ui/gl/gl_helper.h"
+#include "ui/gl/scoped_binders.h"
#include "ui/gl/scoped_make_current.h"
namespace content {
@@ -64,7 +67,14 @@ StreamTexture::StreamTexture(GpuCommandBufferStub* owner_stub,
owner_stub_(owner_stub),
route_id_(route_id),
has_listener_(false),
+ matrix_modified_(false),
texture_id_(texture_id),
+ framebuffer_(0),
+ vertex_shader_(0),
+ fragment_shader_(0),
+ program_(0),
+ vertex_buffer_(0),
+ u_xform_loc_(-1),
weak_factory_(this) {
owner_stub->AddDestructionObserver(this);
memset(current_matrix_, 0, sizeof(current_matrix_));
@@ -83,6 +93,23 @@ StreamTexture::~StreamTexture() {
void StreamTexture::OnWillDestroyStub() {
owner_stub_->RemoveDestructionObserver(this);
owner_stub_->channel()->RemoveRoute(route_id_);
+
+ if (framebuffer_) {
+ scoped_ptr<ui::ScopedMakeCurrent> scoped_make_current(MakeStubCurrent());
+
+ glDeleteProgram(program_);
+ glDeleteShader(vertex_shader_);
+ glDeleteShader(fragment_shader_);
+ glDeleteBuffersARB(1, &vertex_buffer_);
+ glDeleteFramebuffersEXT(1, &framebuffer_);
+ program_ = 0;
+ vertex_shader_ = 0;
+ fragment_shader_ = 0;
+ vertex_buffer_ = 0;
+ framebuffer_ = 0;
+ u_xform_loc_ = -1;
+ }
+
owner_stub_ = NULL;
// If the owner goes away, there is no need to keep the SurfaceTexture around.
@@ -94,7 +121,142 @@ void StreamTexture::Destroy(bool have_context) {
NOTREACHED();
}
+scoped_ptr<ui::ScopedMakeCurrent> StreamTexture::MakeStubCurrent() {
+ scoped_ptr<ui::ScopedMakeCurrent> scoped_make_current;
+ bool needs_make_current =
+ !owner_stub_->decoder()->GetGLContext()->IsCurrent(NULL);
+ // On Android we should not have to perform a real context switch here when
+ // using virtual contexts.
+ DCHECK(!needs_make_current ||
+ !owner_stub_->decoder()
+ ->GetContextGroup()
+ ->feature_info()
+ ->workarounds()
+ .use_virtualized_gl_contexts);
+ if (needs_make_current) {
+ scoped_make_current.reset(new ui::ScopedMakeCurrent(
+ owner_stub_->decoder()->GetGLContext(), owner_stub_->surface()));
+ }
+ return scoped_make_current;
+}
+
+void StreamTexture::DoUpdateTexImage() {
+ DCHECK(surface_texture_.get());
+
+ scoped_ptr<ui::ScopedMakeCurrent> scoped_make_current(MakeStubCurrent());
+
+ surface_texture_->UpdateTexImage();
+ has_valid_frame_ = true;
+ has_pending_frame_ = false;
+
+ if (scoped_make_current.get()) {
+ // UpdateTexImage() implies glBindTexture().
+ // The cmd decoder takes care of restoring the binding for this GLImage as
+ // far as the current context is concerned, but if we temporarily change
+ // it, we have to keep the state intact in *that* context also.
+ const gpu::gles2::ContextState* state =
+ owner_stub_->decoder()->GetContextState();
+ const gpu::gles2::TextureUnit& active_unit =
+ state->texture_units[state->active_texture_unit];
+ glBindTexture(GL_TEXTURE_EXTERNAL_OES,
+ active_unit.bound_texture_external_oes.get()
+ ? active_unit.bound_texture_external_oes->service_id()
+ : 0);
+ }
+}
+
+bool StreamTexture::DoCopyTexture(const gfx::Point& offset,
+ const gfx::Rect& rect) {
+ if (!owner_stub_ || !surface_texture_.get())
reveman 2015/12/23 16:05:36 when does this happen and why is it correct to ret
Tobias Sargeant 2015/12/23 20:06:14 This could happen when the command buffer is in th
reveman 2015/12/23 23:11:48 Ok, maybe fine then but I'm somewhat worried that
+ return true;
+
+ if (!offset.IsOrigin()) {
+ LOG(ERROR) << "Non-origin offset is not supported";
+ return false;
+ }
+
+ if (rect != gfx::Rect(size_)) {
+ LOG(ERROR) << "Sub-rectangle is not supported";
+ return false;
+ }
+ GLint target_texture = 0;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &target_texture);
+ DCHECK(target_texture);
+
+ DoUpdateTexImage();
+ UpdateTransformMatrix();
+
+ if (!framebuffer_) {
+ LOG(WARNING) << "XXX " << "first copy init";
reveman 2015/12/23 16:05:36 I assume this is not supposed to land.
Tobias Sargeant 2015/12/23 20:06:14 You're right. Sorry I missed it when I went throug
+
+ glGenFramebuffersEXT(1, &framebuffer_);
+
+ // clang-format off
+ const char kVertexShader[] = STRINGIZE(
+ attribute vec2 a_position;
+ varying vec2 v_texCoord;
+ uniform mat4 u_xform;
+ void main() {
+ gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0);
+ vec2 uv_untransformed = (a_position + vec2(1.0, 1.0)) * 0.5;
+ v_texCoord = (u_xform * vec4(uv_untransformed, 0.0, 1.0)).xy;
+ }
+ );
+ const char kFragmentShader[] =
+ "#extension GL_OES_EGL_image_external : require\n" STRINGIZE(
+ precision mediump float;
+ uniform samplerExternalOES a_texture;
+ varying vec2 v_texCoord;
+ void main() {
+ gl_FragColor = texture2D(a_texture, v_texCoord);
+ }
+ );
+ // clang-format on
+
+ vertex_buffer_ = gfx::GLHelper::SetupQuadVertexBuffer();
+ vertex_shader_ = gfx::GLHelper::LoadShader(GL_VERTEX_SHADER, kVertexShader);
+ fragment_shader_ =
+ gfx::GLHelper::LoadShader(GL_FRAGMENT_SHADER, kFragmentShader);
+ program_ = gfx::GLHelper::SetupProgram(vertex_shader_, fragment_shader_);
+ gfx::ScopedUseProgram use_program(program_);
+ int sampler_location = glGetUniformLocation(program_, "a_texture");
+ DCHECK_NE(-1, sampler_location);
+ glUniform1i(sampler_location, 0);
+ u_xform_loc_ = glGetUniformLocation(program_, "u_xform");
+ DCHECK_NE(-1, u_xform_loc_);
+ }
+
+ gfx::ScopedActiveTexture active_texture(GL_TEXTURE0);
+ // UpdateTexImage() call below will bind the surface texture to
+ // TEXTURE_EXTERNAL_OES. This scoped texture binder will restore the current
+ // binding before this function returns.
+ gfx::ScopedTextureBinder texture_binder(GL_TEXTURE_EXTERNAL_OES, texture_id_);
+
+ {
+ gfx::ScopedFrameBufferBinder framebuffer_binder(framebuffer_);
+ gfx::ScopedViewport viewport(0, 0, size_.width(), size_.height());
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, target_texture, 0);
+ DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
+ glCheckFramebufferStatusEXT(GL_FRAMEBUFFER));
+ gfx::ScopedUseProgram use_program(program_);
+
+ glUniformMatrix4fv(u_xform_loc_, 1, false, current_matrix_);
+ gfx::GLHelper::DrawQuad(vertex_buffer_);
+
+ // Detach the output texture from the fbo.
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, 0, 0);
+ }
+
+ return true;
+}
+
bool StreamTexture::CopyTexImage(unsigned target) {
+ if (target == GL_TEXTURE_2D) {
+ return DoCopyTexture(gfx::Point(), gfx::Rect(size_));
+ }
+
if (target != GL_TEXTURE_EXTERNAL_OES)
reveman 2015/12/23 16:05:36 do we still need this non-TEXTURE_2D code?
Tobias Sargeant 2015/12/23 20:06:14 Do you mean the return false for !2D, !EXTERNAL_OE
reveman 2015/12/23 23:11:49 Acknowledged.
return false;
@@ -110,39 +272,7 @@ bool StreamTexture::CopyTexImage(unsigned target) {
if (static_cast<unsigned>(texture_id) != texture_id_)
return false;
- if (has_pending_frame_) {
- scoped_ptr<ui::ScopedMakeCurrent> scoped_make_current;
- bool needs_make_current =
- !owner_stub_->decoder()->GetGLContext()->IsCurrent(NULL);
- // On Android we should not have to perform a real context switch here when
- // using virtual contexts.
- DCHECK(!needs_make_current || !owner_stub_->decoder()
- ->GetContextGroup()
- ->feature_info()
- ->workarounds()
- .use_virtualized_gl_contexts);
- if (needs_make_current) {
- scoped_make_current.reset(new ui::ScopedMakeCurrent(
- owner_stub_->decoder()->GetGLContext(), owner_stub_->surface()));
- }
- surface_texture_->UpdateTexImage();
- has_valid_frame_ = true;
- has_pending_frame_ = false;
- if (scoped_make_current.get()) {
- // UpdateTexImage() implies glBindTexture().
- // The cmd decoder takes care of restoring the binding for this GLImage as
- // far as the current context is concerned, but if we temporarily change
- // it, we have to keep the state intact in *that* context also.
- const gpu::gles2::ContextState* state =
- owner_stub_->decoder()->GetContextState();
- const gpu::gles2::TextureUnit& active_unit =
- state->texture_units[state->active_texture_unit];
- glBindTexture(GL_TEXTURE_EXTERNAL_OES,
- active_unit.bound_texture_external_oes.get()
- ? active_unit.bound_texture_external_oes->service_id()
- : 0);
- }
- }
+ DoUpdateTexImage();
TextureManager* texture_manager =
owner_stub_->decoder()->GetContextGroup()->texture_manager();
@@ -156,22 +286,29 @@ bool StreamTexture::CopyTexImage(unsigned target) {
gpu::gles2::Texture::UNBOUND);
}
- if (has_listener_ && has_valid_frame_) {
+ UpdateTransformMatrix();
+ return true;
+}
+
+void StreamTexture::UpdateTransformMatrix() {
+ if (has_valid_frame_) {
float mtx[16];
surface_texture_->GetTransformMatrix(mtx);
// Only query the matrix once we have bound a valid frame.
if (memcmp(current_matrix_, mtx, sizeof(mtx)) != 0) {
+ matrix_modified_ = true;
memcpy(current_matrix_, mtx, sizeof(mtx));
+ }
+ if (has_listener_ && owner_stub_) {
GpuStreamTextureMsg_MatrixChanged_Params params;
memcpy(&params.m00, mtx, sizeof(mtx));
owner_stub_->channel()->Send(
new GpuStreamTextureMsg_MatrixChanged(route_id_, params));
+ matrix_modified_ = false;
}
}
-
- return true;
}
void StreamTexture::OnFrameAvailable() {
@@ -206,6 +343,7 @@ bool StreamTexture::OnMessageReceived(const IPC::Message& message) {
void StreamTexture::OnStartListening() {
DCHECK(!has_listener_);
has_listener_ = true;
+ matrix_modified_ = true;
}
void StreamTexture::OnEstablishPeer(int32 primary_id, int32 secondary_id) {
@@ -230,6 +368,10 @@ void StreamTexture::ReleaseTexImage(unsigned target) {
bool StreamTexture::CopyTexSubImage(unsigned target,
const gfx::Point& offset,
const gfx::Rect& rect) {
+ if (target == GL_TEXTURE_2D) {
+ return DoCopyTexture(offset, rect);
+ }
+
return false;
}
« no previous file with comments | « content/common/gpu/stream_texture_android.h ('k') | no next file » | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698