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| 1 // Copyright 2016 The Chromium Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #include "remoting/client/gl_render_layer.h" | |
| 6 | |
| 7 #include "base/logging.h" | |
| 8 #include "remoting/client/gl_canvas.h" | |
| 9 #include "remoting/client/gl_helpers.h" | |
| 10 | |
| 11 namespace { | |
| 12 | |
| 13 // Assign texture coordinates to buffers for use in shader program. | |
| 14 const float kVertices[] = { | |
| 15 // Points order: upper-left, bottom-left, upper-right, bottom-right. | |
| 16 | |
| 17 // Positions to draw the texture on the normalized canvas coordinate. | |
| 18 0, 0, 0, 1, 1, 0, 1, 1, | |
| 19 | |
| 20 // Region of the texture to be used (normally the whole texture). | |
| 21 0, 0, 0, 1, 1, 0, 1, 1}; | |
| 22 | |
| 23 const int kBytesPerPixel = 4; | |
| 24 | |
| 25 const int kDefaultUpdateBufferCapacity = 2048 * 2048 * kBytesPerPixel; | |
| 26 | |
| 27 } | |
| 28 | |
| 29 namespace remoting { | |
| 30 | |
| 31 GlRenderLayer::GlRenderLayer(int texture_id, GlCanvas* canvas) | |
| 32 : texture_id_(texture_id), canvas_(canvas) { | |
| 33 texture_handle_ = CreateTexture(); | |
| 34 buffer_handle_ = CreateBuffer(kVertices, sizeof(kVertices)); | |
| 35 } | |
| 36 | |
| 37 GlRenderLayer::~GlRenderLayer() { | |
| 38 DCHECK(thread_checker_.CalledOnValidThread()); | |
| 39 glDeleteBuffers(1, &buffer_handle_); | |
| 40 glDeleteTextures(1, &texture_handle_); | |
| 41 } | |
| 42 | |
| 43 void GlRenderLayer::SetTexture(const void* texture, int width, int height) { | |
| 44 DCHECK(thread_checker_.CalledOnValidThread()); | |
| 45 CHECK(width > 0 && height > 0); | |
| 46 texture_set_ = true; | |
| 47 glActiveTexture(GL_TEXTURE0 + texture_id_); | |
| 48 glBindTexture(GL_TEXTURE_2D, texture_handle_); | |
| 49 | |
| 50 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, | |
| 51 GL_UNSIGNED_BYTE, texture); | |
| 52 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
| 53 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
| 54 | |
| 55 glBindTexture(GL_TEXTURE_2D, 0); | |
| 56 } | |
| 57 | |
| 58 void GlRenderLayer::UpdateTexture(const void* subtexture, | |
|
Sergey Ulanov
2016/07/09 01:01:20
Use uint8_t* for the buffer?
Yuwei
2016/07/11 22:38:24
Done.
| |
| 59 int offset_x, | |
| 60 int offset_y, | |
| 61 int width, | |
| 62 int height, | |
| 63 int pixel_stride) { | |
| 64 DCHECK(thread_checker_.CalledOnValidThread()); | |
| 65 CHECK(texture_set_); | |
|
Sergey Ulanov
2016/07/09 01:01:20
Do you really need CHECK() instead of DCHECK()?
Yuwei
2016/07/11 22:38:24
Not sure when CHECK() will be useful...
Sergey Ulanov
2016/07/13 04:42:11
I CHECK is useful in two cases:
- when violation
Yuwei
2016/07/13 18:14:16
Acknowledged.
| |
| 66 CHECK(width > 0 && height > 0); | |
|
Sergey Ulanov
2016/07/09 01:01:20
DCHECK?
Yuwei
2016/07/11 22:38:24
Done.
| |
| 67 glActiveTexture(GL_TEXTURE0 + texture_id_); | |
| 68 glBindTexture(GL_TEXTURE_2D, texture_handle_); | |
| 69 | |
| 70 bool loosely_packed = pixel_stride > 0 && pixel_stride != width; | |
| 71 | |
| 72 const void* buffer_to_update = subtexture; | |
| 73 | |
| 74 if (loosely_packed) { | |
| 75 if (canvas_->GetGlVersion() >= 3) { | |
| 76 glPixelStorei(GL_UNPACK_ROW_LENGTH, pixel_stride); | |
| 77 } else { | |
| 78 // Doesn't support GL_UNPACK_ROW_LENGTH. Manually packs the data. | |
| 79 int required_size = width * height * kBytesPerPixel; | |
| 80 if (update_buffer_size_ < required_size) { | |
| 81 if (required_size < kDefaultUpdateBufferCapacity) { | |
| 82 update_buffer_size_ = kDefaultUpdateBufferCapacity; | |
| 83 } else { | |
| 84 update_buffer_size_ = required_size; | |
| 85 } | |
| 86 update_buffer_.reset(new uint8_t[update_buffer_size_]); | |
| 87 } | |
| 88 PackDirtyRegion(update_buffer_.get(), subtexture, width, height, | |
|
Sergey Ulanov
2016/07/09 01:01:20
This can be avoided when stride == pixel_size*widt
Yuwei
2016/07/09 01:21:24
Isn't it covered by line 70?
Sergey Ulanov
2016/07/13 04:42:11
yes, sorry, I missed it.
| |
| 89 pixel_stride); | |
| 90 buffer_to_update = update_buffer_.get(); | |
| 91 } | |
| 92 } | |
| 93 | |
| 94 glTexSubImage2D(GL_TEXTURE_2D, 0, offset_x, offset_y, width, height, GL_RGBA, | |
| 95 GL_UNSIGNED_BYTE, buffer_to_update); | |
| 96 | |
| 97 if (loosely_packed && canvas_->GetGlVersion() >= 3) { | |
| 98 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); | |
| 99 } | |
| 100 glBindTexture(GL_TEXTURE_2D, 0); | |
| 101 } | |
| 102 | |
| 103 void GlRenderLayer::SetVertexPositions(const float positions[8]) { | |
| 104 DCHECK(thread_checker_.CalledOnValidThread()); | |
| 105 glBindBuffer(GL_ARRAY_BUFFER, buffer_handle_); | |
| 106 glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(kVertices) / 2, positions); | |
| 107 glBindBuffer(GL_ARRAY_BUFFER, 0); | |
| 108 } | |
| 109 | |
| 110 void GlRenderLayer::SetTextureVisibleArea(const float positions[8]) { | |
| 111 DCHECK(thread_checker_.CalledOnValidThread()); | |
| 112 glBindBuffer(GL_ARRAY_BUFFER, buffer_handle_); | |
| 113 glBufferSubData(GL_ARRAY_BUFFER, sizeof(kVertices) / 2, sizeof(kVertices) / 2, | |
| 114 positions); | |
| 115 glBindBuffer(GL_ARRAY_BUFFER, 0); | |
| 116 } | |
| 117 | |
| 118 void GlRenderLayer::Draw() { | |
| 119 DCHECK(thread_checker_.CalledOnValidThread()); | |
| 120 CHECK(texture_set_); | |
| 121 canvas_->DrawTexture(texture_id_, texture_handle_, buffer_handle_); | |
| 122 } | |
| 123 | |
| 124 | |
|
Sergey Ulanov
2016/07/09 01:01:20
remove extra empty line
Yuwei
2016/07/11 22:38:24
Obsolete.
| |
| 125 // static | |
| 126 void GlRenderLayer::PackDirtyRegion(void* dest, | |
|
Sergey Ulanov
2016/07/09 01:01:20
Doesn't need to be class member.
Yuwei
2016/07/11 22:38:24
Done. Made it inline function.
| |
| 127 const void* source, | |
| 128 int width, | |
| 129 int height, | |
| 130 int stride) { | |
| 131 for (int i = 0; i < height; i++) { | |
| 132 const uint8_t* current_source = | |
| 133 reinterpret_cast<const uint8_t*>(source) + kBytesPerPixel * stride * i; | |
|
Sergey Ulanov
2016/07/09 01:01:20
You wouldn't need this cast with uint8_t* used for
Yuwei
2016/07/11 22:38:24
Done.
| |
| 134 uint8_t* current_dest = | |
| 135 reinterpret_cast<uint8_t*>(dest) + kBytesPerPixel * width * i; | |
|
Sergey Ulanov
2016/07/09 01:01:20
Instead of using multiplication to calculate posit
Yuwei
2016/07/11 22:38:24
Done.
| |
| 136 memcpy(current_dest, current_source, width * kBytesPerPixel); | |
| 137 } | |
| 138 } | |
| 139 | |
| 140 } // namespace remoting | |
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