OLD | NEW |
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" | 10 |
| 11 |
| 12 namespace remoting { |
11 | 13 |
12 namespace { | 14 namespace { |
13 | 15 |
14 // Assign texture coordinates to buffers for use in shader program. | 16 // Assign texture coordinates to buffers for use in shader program. |
15 const float kVertices[] = { | 17 const float kVertices[] = { |
16 // Points order: upper-left, bottom-left, upper-right, bottom-right. | 18 // Points order: upper-left, bottom-left, upper-right, bottom-right. |
17 | 19 |
18 // Positions to draw the texture on the normalized canvas coordinate. | 20 // Positions to draw the texture on the normalized canvas coordinate. |
19 0, 0, 0, 1, 1, 0, 1, 1, | 21 0, 0, 0, 1, 1, 0, 1, 1, |
20 | 22 |
21 // Region of the texture to be used (normally the whole texture). | 23 // Region of the texture to be used (normally the whole texture). |
22 0, 0, 0, 1, 1, 0, 1, 1}; | 24 0, 0, 0, 1, 1, 0, 1, 1}; |
23 | 25 |
24 const int kDefaultUpdateBufferCapacity = | 26 const int kDefaultUpdateBufferCapacity = |
25 2048 * 2048 * webrtc::DesktopFrame::kBytesPerPixel; | 27 2048 * 2048 * GlRenderLayer::kBytesPerPixel; |
26 | 28 |
| 29 void PackDirtyRegion(uint8_t* dest, |
| 30 const uint8_t* source, |
| 31 int width, |
| 32 int height, |
| 33 int stride) { |
| 34 for (int i = 0; i < height; i++) { |
| 35 memcpy(dest, source, width * GlRenderLayer::kBytesPerPixel); |
| 36 source += stride; |
| 37 dest += GlRenderLayer::kBytesPerPixel * width; |
| 38 } |
27 } | 39 } |
28 | 40 |
29 namespace remoting { | 41 } // namespace |
30 | 42 |
31 GlRenderLayer::GlRenderLayer(int texture_id, GlCanvas* canvas) | 43 GlRenderLayer::GlRenderLayer(int texture_id, GlCanvas* canvas) |
32 : texture_id_(texture_id), canvas_(canvas) { | 44 : texture_id_(texture_id), canvas_(canvas) { |
33 texture_handle_ = CreateTexture(); | 45 texture_handle_ = CreateTexture(); |
34 buffer_handle_ = CreateBuffer(kVertices, sizeof(kVertices)); | 46 buffer_handle_ = CreateBuffer(kVertices, sizeof(kVertices)); |
35 } | 47 } |
36 | 48 |
37 GlRenderLayer::~GlRenderLayer() { | 49 GlRenderLayer::~GlRenderLayer() { |
38 DCHECK(thread_checker_.CalledOnValidThread()); | 50 DCHECK(thread_checker_.CalledOnValidThread()); |
39 glDeleteBuffers(1, &buffer_handle_); | 51 glDeleteBuffers(1, &buffer_handle_); |
40 glDeleteTextures(1, &texture_handle_); | 52 glDeleteTextures(1, &texture_handle_); |
41 } | 53 } |
42 | 54 |
43 void GlRenderLayer::SetTexture(const uint8_t* texture, int width, int height) { | 55 void GlRenderLayer::SetTexture(const uint8_t* texture, int width, int height) { |
44 DCHECK(thread_checker_.CalledOnValidThread()); | 56 DCHECK(thread_checker_.CalledOnValidThread()); |
45 CHECK(width > 0 && height > 0); | 57 CHECK(width > 0 && height > 0); |
46 texture_set_ = true; | 58 texture_set_ = true; |
47 glActiveTexture(GL_TEXTURE0 + texture_id_); | 59 glActiveTexture(GL_TEXTURE0 + texture_id_); |
48 glBindTexture(GL_TEXTURE_2D, texture_handle_); | 60 glBindTexture(GL_TEXTURE_2D, texture_handle_); |
49 | 61 |
50 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, | 62 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, |
51 GL_UNSIGNED_BYTE, texture); | 63 GL_UNSIGNED_BYTE, texture); |
| 64 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 65 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
52 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 66 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
53 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 67 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
54 | 68 |
55 glBindTexture(GL_TEXTURE_2D, 0); | 69 glBindTexture(GL_TEXTURE_2D, 0); |
56 } | 70 } |
57 | 71 |
58 void PackDirtyRegion(uint8_t* dest, | |
59 const uint8_t* source, | |
60 int width, | |
61 int height, | |
62 int stride) { | |
63 for (int i = 0; i < height; i++) { | |
64 memcpy(dest, source, width * webrtc::DesktopFrame::kBytesPerPixel); | |
65 source += stride; | |
66 dest += webrtc::DesktopFrame::kBytesPerPixel * width; | |
67 } | |
68 } | |
69 | |
70 void GlRenderLayer::UpdateTexture(const uint8_t* subtexture, | 72 void GlRenderLayer::UpdateTexture(const uint8_t* subtexture, |
71 int offset_x, | 73 int offset_x, |
72 int offset_y, | 74 int offset_y, |
73 int width, | 75 int width, |
74 int height, | 76 int height, |
75 int stride) { | 77 int stride) { |
76 DCHECK(thread_checker_.CalledOnValidThread()); | 78 DCHECK(thread_checker_.CalledOnValidThread()); |
77 DCHECK(texture_set_); | 79 DCHECK(texture_set_); |
78 DCHECK(width > 0 && height > 0); | 80 DCHECK(width > 0 && height > 0); |
79 glActiveTexture(GL_TEXTURE0 + texture_id_); | 81 glActiveTexture(GL_TEXTURE0 + texture_id_); |
80 glBindTexture(GL_TEXTURE_2D, texture_handle_); | 82 glBindTexture(GL_TEXTURE_2D, texture_handle_); |
81 | 83 |
82 bool stride_multiple_of_bytes_per_pixel = | 84 bool stride_multiple_of_bytes_per_pixel = stride % kBytesPerPixel == 0; |
83 stride % webrtc::DesktopFrame::kBytesPerPixel == 0; | |
84 bool loosely_packed = | 85 bool loosely_packed = |
85 !stride_multiple_of_bytes_per_pixel || | 86 !stride_multiple_of_bytes_per_pixel || |
86 (stride > 0 && stride != webrtc::DesktopFrame::kBytesPerPixel * width); | 87 (stride > 0 && stride != kBytesPerPixel * width); |
87 | 88 |
88 const void* buffer_to_update = subtexture; | 89 const void* buffer_to_update = subtexture; |
89 | 90 |
90 if (loosely_packed) { | 91 if (loosely_packed) { |
91 if (stride_multiple_of_bytes_per_pixel && canvas_->GetGlVersion() >= 3) { | 92 if (stride_multiple_of_bytes_per_pixel && canvas_->GetGlVersion() >= 3) { |
92 glPixelStorei(GL_UNPACK_ROW_LENGTH, | 93 glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / kBytesPerPixel); |
93 stride / webrtc::DesktopFrame::kBytesPerPixel); | |
94 } else { | 94 } else { |
95 // Doesn't support GL_UNPACK_ROW_LENGTH or stride not multiple of | 95 // Doesn't support GL_UNPACK_ROW_LENGTH or stride not multiple of |
96 // kBytesPerPixel. Manually pack the data. | 96 // kBytesPerPixel. Manually pack the data. |
97 int required_size = width * height * webrtc::DesktopFrame::kBytesPerPixel; | 97 int required_size = width * height * kBytesPerPixel; |
98 if (update_buffer_size_ < required_size) { | 98 if (update_buffer_size_ < required_size) { |
99 if (required_size < kDefaultUpdateBufferCapacity) { | 99 if (required_size < kDefaultUpdateBufferCapacity) { |
100 update_buffer_size_ = kDefaultUpdateBufferCapacity; | 100 update_buffer_size_ = kDefaultUpdateBufferCapacity; |
101 } else { | 101 } else { |
102 update_buffer_size_ = required_size; | 102 update_buffer_size_ = required_size; |
103 } | 103 } |
104 update_buffer_.reset(new uint8_t[update_buffer_size_]); | 104 update_buffer_.reset(new uint8_t[update_buffer_size_]); |
105 } | 105 } |
106 PackDirtyRegion(update_buffer_.get(), subtexture, width, height, stride); | 106 PackDirtyRegion(update_buffer_.get(), subtexture, width, height, stride); |
107 buffer_to_update = update_buffer_.get(); | 107 buffer_to_update = update_buffer_.get(); |
(...skipping 19 matching lines...) Expand all Loading... |
127 | 127 |
128 void GlRenderLayer::SetTextureVisibleArea( | 128 void GlRenderLayer::SetTextureVisibleArea( |
129 const std::array<float, 8>& positions) { | 129 const std::array<float, 8>& positions) { |
130 DCHECK(thread_checker_.CalledOnValidThread()); | 130 DCHECK(thread_checker_.CalledOnValidThread()); |
131 glBindBuffer(GL_ARRAY_BUFFER, buffer_handle_); | 131 glBindBuffer(GL_ARRAY_BUFFER, buffer_handle_); |
132 glBufferSubData(GL_ARRAY_BUFFER, sizeof(kVertices) / 2, sizeof(kVertices) / 2, | 132 glBufferSubData(GL_ARRAY_BUFFER, sizeof(kVertices) / 2, sizeof(kVertices) / 2, |
133 positions.data()); | 133 positions.data()); |
134 glBindBuffer(GL_ARRAY_BUFFER, 0); | 134 glBindBuffer(GL_ARRAY_BUFFER, 0); |
135 } | 135 } |
136 | 136 |
137 void GlRenderLayer::Draw() { | 137 void GlRenderLayer::Draw(float alpha_multiplier) { |
138 DCHECK(thread_checker_.CalledOnValidThread()); | 138 DCHECK(thread_checker_.CalledOnValidThread()); |
139 DCHECK(texture_set_); | 139 DCHECK(texture_set_); |
140 canvas_->DrawTexture(texture_id_, texture_handle_, buffer_handle_); | 140 canvas_->DrawTexture(texture_id_, texture_handle_, buffer_handle_, |
| 141 alpha_multiplier); |
141 } | 142 } |
142 | 143 |
143 } // namespace remoting | 144 } // namespace remoting |
OLD | NEW |