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1 // Copyright 2016 The Chromium Authors. All rights reserved. | 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 | 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 "remoting/client/gl_render_layer.h" | 5 #include "remoting/client/gl_render_layer.h" |
6 | 6 |
7 #include "base/logging.h" | 7 #include "base/logging.h" |
8 #include "remoting/client/gl_canvas.h" | 8 #include "remoting/client/gl_canvas.h" |
9 #include "remoting/client/gl_helpers.h" | 9 #include "remoting/client/gl_helpers.h" |
10 #include "third_party/webrtc/modules/desktop_capture/desktop_frame.h" | |
11 | 10 |
12 namespace { | 11 namespace { |
Sergey Ulanov
2016/07/21 19:28:48
nit: if you put this inside the remoting namespace
Yuwei
2016/07/21 19:53:04
Then they are out of the anonymous namespace? I'm
Sergey Ulanov
2016/07/21 20:14:15
namespace remoting {
namespace {
void foo() {
/
Sergey Ulanov
2016/07/21 20:17:14
See https://google.github.io/styleguide/cppguide.h
Yuwei
2016/07/21 21:44:42
Done.
| |
13 | 12 |
14 // Assign texture coordinates to buffers for use in shader program. | 13 // Assign texture coordinates to buffers for use in shader program. |
15 const float kVertices[] = { | 14 const float kVertices[] = { |
16 // Points order: upper-left, bottom-left, upper-right, bottom-right. | 15 // Points order: upper-left, bottom-left, upper-right, bottom-right. |
17 | 16 |
18 // Positions to draw the texture on the normalized canvas coordinate. | 17 // Positions to draw the texture on the normalized canvas coordinate. |
19 0, 0, 0, 1, 1, 0, 1, 1, | 18 0, 0, 0, 1, 1, 0, 1, 1, |
20 | 19 |
21 // Region of the texture to be used (normally the whole texture). | 20 // Region of the texture to be used (normally the whole texture). |
22 0, 0, 0, 1, 1, 0, 1, 1}; | 21 0, 0, 0, 1, 1, 0, 1, 1}; |
23 | 22 |
24 const int kDefaultUpdateBufferCapacity = | 23 const int kDefaultUpdateBufferCapacity = |
25 2048 * 2048 * webrtc::DesktopFrame::kBytesPerPixel; | 24 2048 * 2048 * remoting::GlRenderLayer::kBytesPerPixelRGB32; |
26 | 25 |
27 } | 26 } |
28 | 27 |
29 namespace remoting { | 28 namespace remoting { |
30 | 29 |
31 GlRenderLayer::GlRenderLayer(int texture_id, GlCanvas* canvas) | 30 GlRenderLayer::GlRenderLayer(int texture_id, GlCanvas* canvas) |
32 : texture_id_(texture_id), canvas_(canvas) { | 31 : texture_id_(texture_id), canvas_(canvas) { |
33 texture_handle_ = CreateTexture(); | 32 texture_handle_ = CreateTexture(); |
34 buffer_handle_ = CreateBuffer(kVertices, sizeof(kVertices)); | 33 buffer_handle_ = CreateBuffer(kVertices, sizeof(kVertices)); |
35 } | 34 } |
36 | 35 |
37 GlRenderLayer::~GlRenderLayer() { | 36 GlRenderLayer::~GlRenderLayer() { |
38 DCHECK(thread_checker_.CalledOnValidThread()); | 37 DCHECK(thread_checker_.CalledOnValidThread()); |
39 glDeleteBuffers(1, &buffer_handle_); | 38 glDeleteBuffers(1, &buffer_handle_); |
40 glDeleteTextures(1, &texture_handle_); | 39 glDeleteTextures(1, &texture_handle_); |
41 } | 40 } |
42 | 41 |
43 void GlRenderLayer::SetTexture(const uint8_t* texture, int width, int height) { | 42 void GlRenderLayer::SetTexture(const uint8_t* texture, int width, int height) { |
44 DCHECK(thread_checker_.CalledOnValidThread()); | 43 DCHECK(thread_checker_.CalledOnValidThread()); |
45 CHECK(width > 0 && height > 0); | 44 CHECK(width > 0 && height > 0); |
46 texture_set_ = true; | 45 texture_set_ = true; |
47 glActiveTexture(GL_TEXTURE0 + texture_id_); | 46 glActiveTexture(GL_TEXTURE0 + texture_id_); |
48 glBindTexture(GL_TEXTURE_2D, texture_handle_); | 47 glBindTexture(GL_TEXTURE_2D, texture_handle_); |
49 | 48 |
50 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, | 49 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, |
51 GL_UNSIGNED_BYTE, texture); | 50 GL_UNSIGNED_BYTE, texture); |
51 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
52 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
52 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 53 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
53 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 54 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
54 | 55 |
55 glBindTexture(GL_TEXTURE_2D, 0); | 56 glBindTexture(GL_TEXTURE_2D, 0); |
56 } | 57 } |
57 | 58 |
58 void PackDirtyRegion(uint8_t* dest, | 59 void PackDirtyRegion(uint8_t* dest, |
Sergey Ulanov
2016/07/21 19:28:48
Move this to the anonymous namespace.
Yuwei
2016/07/21 21:44:42
Done.
| |
59 const uint8_t* source, | 60 const uint8_t* source, |
60 int width, | 61 int width, |
61 int height, | 62 int height, |
62 int stride) { | 63 int stride) { |
63 for (int i = 0; i < height; i++) { | 64 for (int i = 0; i < height; i++) { |
64 memcpy(dest, source, width * webrtc::DesktopFrame::kBytesPerPixel); | 65 memcpy(dest, source, width * GlRenderLayer::kBytesPerPixelRGB32); |
65 source += stride; | 66 source += stride; |
66 dest += webrtc::DesktopFrame::kBytesPerPixel * width; | 67 dest += GlRenderLayer::kBytesPerPixelRGB32 * width; |
67 } | 68 } |
68 } | 69 } |
69 | 70 |
70 void GlRenderLayer::UpdateTexture(const uint8_t* subtexture, | 71 void GlRenderLayer::UpdateTexture(const uint8_t* subtexture, |
71 int offset_x, | 72 int offset_x, |
72 int offset_y, | 73 int offset_y, |
73 int width, | 74 int width, |
74 int height, | 75 int height, |
75 int stride) { | 76 int stride) { |
76 DCHECK(thread_checker_.CalledOnValidThread()); | 77 DCHECK(thread_checker_.CalledOnValidThread()); |
77 DCHECK(texture_set_); | 78 DCHECK(texture_set_); |
78 DCHECK(width > 0 && height > 0); | 79 DCHECK(width > 0 && height > 0); |
79 glActiveTexture(GL_TEXTURE0 + texture_id_); | 80 glActiveTexture(GL_TEXTURE0 + texture_id_); |
80 glBindTexture(GL_TEXTURE_2D, texture_handle_); | 81 glBindTexture(GL_TEXTURE_2D, texture_handle_); |
81 | 82 |
82 bool stride_multiple_of_bytes_per_pixel = | 83 bool stride_multiple_of_bytes_per_pixel = stride % kBytesPerPixelRGB32 == 0; |
83 stride % webrtc::DesktopFrame::kBytesPerPixel == 0; | |
84 bool loosely_packed = | 84 bool loosely_packed = |
85 !stride_multiple_of_bytes_per_pixel || | 85 !stride_multiple_of_bytes_per_pixel || |
86 (stride > 0 && stride != webrtc::DesktopFrame::kBytesPerPixel * width); | 86 (stride > 0 && stride != kBytesPerPixelRGB32 * width); |
87 | 87 |
88 const void* buffer_to_update = subtexture; | 88 const void* buffer_to_update = subtexture; |
89 | 89 |
90 if (loosely_packed) { | 90 if (loosely_packed) { |
91 if (stride_multiple_of_bytes_per_pixel && canvas_->GetGlVersion() >= 3) { | 91 if (stride_multiple_of_bytes_per_pixel && canvas_->GetGlVersion() >= 3) { |
92 glPixelStorei(GL_UNPACK_ROW_LENGTH, | 92 glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / kBytesPerPixelRGB32); |
93 stride / webrtc::DesktopFrame::kBytesPerPixel); | |
94 } else { | 93 } else { |
95 // Doesn't support GL_UNPACK_ROW_LENGTH or stride not multiple of | 94 // Doesn't support GL_UNPACK_ROW_LENGTH or stride not multiple of |
96 // kBytesPerPixel. Manually pack the data. | 95 // kBytesPerPixel. Manually pack the data. |
97 int required_size = width * height * webrtc::DesktopFrame::kBytesPerPixel; | 96 int required_size = width * height * kBytesPerPixelRGB32; |
98 if (update_buffer_size_ < required_size) { | 97 if (update_buffer_size_ < required_size) { |
99 if (required_size < kDefaultUpdateBufferCapacity) { | 98 if (required_size < kDefaultUpdateBufferCapacity) { |
100 update_buffer_size_ = kDefaultUpdateBufferCapacity; | 99 update_buffer_size_ = kDefaultUpdateBufferCapacity; |
101 } else { | 100 } else { |
102 update_buffer_size_ = required_size; | 101 update_buffer_size_ = required_size; |
103 } | 102 } |
104 update_buffer_.reset(new uint8_t[update_buffer_size_]); | 103 update_buffer_.reset(new uint8_t[update_buffer_size_]); |
105 } | 104 } |
106 PackDirtyRegion(update_buffer_.get(), subtexture, width, height, stride); | 105 PackDirtyRegion(update_buffer_.get(), subtexture, width, height, stride); |
107 buffer_to_update = update_buffer_.get(); | 106 buffer_to_update = update_buffer_.get(); |
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127 | 126 |
128 void GlRenderLayer::SetTextureVisibleArea( | 127 void GlRenderLayer::SetTextureVisibleArea( |
129 const std::array<float, 8>& positions) { | 128 const std::array<float, 8>& positions) { |
130 DCHECK(thread_checker_.CalledOnValidThread()); | 129 DCHECK(thread_checker_.CalledOnValidThread()); |
131 glBindBuffer(GL_ARRAY_BUFFER, buffer_handle_); | 130 glBindBuffer(GL_ARRAY_BUFFER, buffer_handle_); |
132 glBufferSubData(GL_ARRAY_BUFFER, sizeof(kVertices) / 2, sizeof(kVertices) / 2, | 131 glBufferSubData(GL_ARRAY_BUFFER, sizeof(kVertices) / 2, sizeof(kVertices) / 2, |
133 positions.data()); | 132 positions.data()); |
134 glBindBuffer(GL_ARRAY_BUFFER, 0); | 133 glBindBuffer(GL_ARRAY_BUFFER, 0); |
135 } | 134 } |
136 | 135 |
137 void GlRenderLayer::Draw() { | 136 void GlRenderLayer::Draw(float alpha_multiplier) { |
138 DCHECK(thread_checker_.CalledOnValidThread()); | 137 DCHECK(thread_checker_.CalledOnValidThread()); |
139 DCHECK(texture_set_); | 138 DCHECK(texture_set_); |
140 canvas_->DrawTexture(texture_id_, texture_handle_, buffer_handle_); | 139 canvas_->DrawTexture(texture_id_, texture_handle_, buffer_handle_, |
140 alpha_multiplier); | |
141 } | 141 } |
142 | 142 |
143 } // namespace remoting | 143 } // namespace remoting |
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