Chromium Code Reviews| Index: remoting/client/gl_render_layer.cc |
| diff --git a/remoting/client/gl_render_layer.cc b/remoting/client/gl_render_layer.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..87eb2cb19f37cdbf49e5f301b9f06964718a519d |
| --- /dev/null |
| +++ b/remoting/client/gl_render_layer.cc |
| @@ -0,0 +1,140 @@ |
| +// Copyright 2016 The Chromium Authors. All rights reserved. |
| +// Use of this source code is governed by a BSD-style license that can be |
| +// found in the LICENSE file. |
| + |
| +#include "remoting/client/gl_render_layer.h" |
| + |
| +#include "base/logging.h" |
| +#include "remoting/client/gl_canvas.h" |
| +#include "remoting/client/gl_helpers.h" |
| + |
| +namespace { |
| + |
| +// Assign texture coordinates to buffers for use in shader program. |
| +const float kVertices[] = { |
| + // Points order: upper-left, bottom-left, upper-right, bottom-right. |
| + |
| + // Positions to draw the texture on the normalized canvas coordinate. |
| + 0, 0, 0, 1, 1, 0, 1, 1, |
| + |
| + // Region of the texture to be used (normally the whole texture). |
| + 0, 0, 0, 1, 1, 0, 1, 1}; |
| + |
| +const int kBytesPerPixel = 4; |
| + |
| +const int kDefaultUpdateBufferCapacity = 2048 * 2048 * kBytesPerPixel; |
| + |
| +} |
| + |
| +namespace remoting { |
| + |
| +GlRenderLayer::GlRenderLayer(int texture_id, GlCanvas* canvas) |
| + : texture_id_(texture_id), canvas_(canvas) { |
| + texture_handle_ = CreateTexture(); |
| + buffer_handle_ = CreateBuffer(kVertices, sizeof(kVertices)); |
| +} |
| + |
| +GlRenderLayer::~GlRenderLayer() { |
| + DCHECK(thread_checker_.CalledOnValidThread()); |
| + glDeleteBuffers(1, &buffer_handle_); |
| + glDeleteTextures(1, &texture_handle_); |
| +} |
| + |
| +void GlRenderLayer::SetTexture(const void* texture, int width, int height) { |
| + DCHECK(thread_checker_.CalledOnValidThread()); |
| + CHECK(width > 0 && height > 0); |
| + texture_set_ = true; |
| + glActiveTexture(GL_TEXTURE0 + texture_id_); |
| + glBindTexture(GL_TEXTURE_2D, texture_handle_); |
| + |
| + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, |
| + GL_UNSIGNED_BYTE, texture); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| + |
| + glBindTexture(GL_TEXTURE_2D, 0); |
| +} |
| + |
| +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.
|
| + int offset_x, |
| + int offset_y, |
| + int width, |
| + int height, |
| + int pixel_stride) { |
| + DCHECK(thread_checker_.CalledOnValidThread()); |
| + 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.
|
| + CHECK(width > 0 && height > 0); |
|
Sergey Ulanov
2016/07/09 01:01:20
DCHECK?
Yuwei
2016/07/11 22:38:24
Done.
|
| + glActiveTexture(GL_TEXTURE0 + texture_id_); |
| + glBindTexture(GL_TEXTURE_2D, texture_handle_); |
| + |
| + bool loosely_packed = pixel_stride > 0 && pixel_stride != width; |
| + |
| + const void* buffer_to_update = subtexture; |
| + |
| + if (loosely_packed) { |
| + if (canvas_->GetGlVersion() >= 3) { |
| + glPixelStorei(GL_UNPACK_ROW_LENGTH, pixel_stride); |
| + } else { |
| + // Doesn't support GL_UNPACK_ROW_LENGTH. Manually packs the data. |
| + int required_size = width * height * kBytesPerPixel; |
| + if (update_buffer_size_ < required_size) { |
| + if (required_size < kDefaultUpdateBufferCapacity) { |
| + update_buffer_size_ = kDefaultUpdateBufferCapacity; |
| + } else { |
| + update_buffer_size_ = required_size; |
| + } |
| + update_buffer_.reset(new uint8_t[update_buffer_size_]); |
| + } |
| + 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.
|
| + pixel_stride); |
| + buffer_to_update = update_buffer_.get(); |
| + } |
| + } |
| + |
| + glTexSubImage2D(GL_TEXTURE_2D, 0, offset_x, offset_y, width, height, GL_RGBA, |
| + GL_UNSIGNED_BYTE, buffer_to_update); |
| + |
| + if (loosely_packed && canvas_->GetGlVersion() >= 3) { |
| + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
| + } |
| + glBindTexture(GL_TEXTURE_2D, 0); |
| +} |
| + |
| +void GlRenderLayer::SetVertexPositions(const float positions[8]) { |
| + DCHECK(thread_checker_.CalledOnValidThread()); |
| + glBindBuffer(GL_ARRAY_BUFFER, buffer_handle_); |
| + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(kVertices) / 2, positions); |
| + glBindBuffer(GL_ARRAY_BUFFER, 0); |
| +} |
| + |
| +void GlRenderLayer::SetTextureVisibleArea(const float positions[8]) { |
| + DCHECK(thread_checker_.CalledOnValidThread()); |
| + glBindBuffer(GL_ARRAY_BUFFER, buffer_handle_); |
| + glBufferSubData(GL_ARRAY_BUFFER, sizeof(kVertices) / 2, sizeof(kVertices) / 2, |
| + positions); |
| + glBindBuffer(GL_ARRAY_BUFFER, 0); |
| +} |
| + |
| +void GlRenderLayer::Draw() { |
| + DCHECK(thread_checker_.CalledOnValidThread()); |
| + CHECK(texture_set_); |
| + canvas_->DrawTexture(texture_id_, texture_handle_, buffer_handle_); |
| +} |
| + |
| + |
|
Sergey Ulanov
2016/07/09 01:01:20
remove extra empty line
Yuwei
2016/07/11 22:38:24
Obsolete.
|
| +// static |
| +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.
|
| + const void* source, |
| + int width, |
| + int height, |
| + int stride) { |
| + for (int i = 0; i < height; i++) { |
| + const uint8_t* current_source = |
| + 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.
|
| + uint8_t* current_dest = |
| + 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.
|
| + memcpy(current_dest, current_source, width * kBytesPerPixel); |
| + } |
| +} |
| + |
| +} // namespace remoting |