Index: gpu/command_buffer/service/gles2_cmd_srgb_converter.cc |
diff --git a/gpu/command_buffer/service/gles2_cmd_srgb_converter.cc b/gpu/command_buffer/service/gles2_cmd_srgb_converter.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..9d23bc885d2c20708a03995db1def46dde3eea1b |
--- /dev/null |
+++ b/gpu/command_buffer/service/gles2_cmd_srgb_converter.cc |
@@ -0,0 +1,479 @@ |
+// Copyright (c) 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 "gpu/command_buffer/service/gles2_cmd_srgb_converter.h" |
+ |
+#include "gpu/command_buffer/service/texture_manager.h" |
+#include "ui/gl/gl_version_info.h" |
+ |
+namespace { |
+ |
+void CompileShader(GLuint shader, const char* shader_source) { |
+ glShaderSource(shader, 1, &shader_source, 0); |
+ glCompileShader(shader); |
+#ifndef NDEBUG |
+ GLint compile_status; |
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status); |
+ if (GL_TRUE != compile_status) |
+ DLOG(ERROR) << "CopyTexImage: shader compilation failure."; |
+#endif |
+} |
+ |
+} // anonymous namespace |
+ |
+namespace gpu { |
+namespace gles2 { |
+ |
+SRGBConverter::SRGBConverter( |
+ const gles2::FeatureInfo* feature_info) |
+ : feature_info_(feature_info) { |
+} |
+ |
+SRGBConverter::~SRGBConverter() {} |
+ |
+void SRGBConverter::InitializeSRGBDecoder( |
+ const gles2::GLES2Decoder* decoder) { |
+ if (srgb_decoder_initialized_) { |
+ return; |
+ } |
+ |
+ srgb_decoder_program_ = glCreateProgram(); |
+ |
+ // Compile the vertex shader |
+ const char* vs_source = |
+ "#version 150\n" |
+ "out vec2 v_texcoord;\n" |
+ "\n" |
+ "void main()\n" |
+ "{\n" |
+ " const vec2 quad_positions[6] = vec2[6]\n" |
+ " (\n" |
+ " vec2(0.0f, 0.0f),\n" |
+ " vec2(0.0f, 1.0f),\n" |
+ " vec2(1.0f, 0.0f),\n" |
+ "\n" |
+ " vec2(0.0f, 1.0f),\n" |
+ " vec2(1.0f, 0.0f),\n" |
+ " vec2(1.0f, 1.0f)\n" |
+ " );\n" |
+ "\n" |
+ " vec2 xy = vec2((quad_positions[gl_VertexID] * 2.0) - 1.0);\n" |
+ " gl_Position = vec4(xy, 0.0, 1.0);\n" |
+ " v_texcoord = quad_positions[gl_VertexID];\n" |
+ "}\n"; |
+ |
+ GLuint vs = glCreateShader(GL_VERTEX_SHADER); |
+ CompileShader(vs, vs_source); |
+ glAttachShader(srgb_decoder_program_, vs); |
+ glDeleteShader(vs); |
+ |
+ // Compile the fragment shader |
+ // Sampling from a srgb texture and drawing to a linear color buffer, it will |
+ // convert the srgb color space to linear color space automatically. |
+ // However, sampling from a linear texture and drawing to a srgb color buffer, |
+ // it will not convert linear to srgb automatically. |
piman
2016/09/07 23:08:33
I don't think I understand the comment. The shader
yunchao
2016/09/08 18:32:49
I saw the some difference between these 2 situatio
piman
2016/09/08 19:39:18
For the output, the state of texture doesn't matte
yunchao
2016/09/08 23:16:49
(Maybe I am wrong here) I may have different opini
|
+ const char* fs_source = |
+ "#version 150\n" |
+ "uniform sampler2D u_source_texture;\n" |
+ "in vec2 v_texcoord;\n" |
+ "out vec4 output_color;\n" |
+ "\n" |
+ /* "float decode(float color)\n" |
+ "{\n" |
+ " float decoded_color;\n" |
+ " if (color <= 0.04045) {\n" |
+ " decoded_color = color / 12.92;\n" |
+ " } else {\n" |
+ " decoded_color = (color + 0.055) / 1.055;\n" |
+ " decoded_color = pow(decoded_color, 2.4);\n" |
+ " }\n" |
+ " return decoded_color;\n" |
+ "}\n" |
+ "\n" */ |
piman
2016/09/07 23:08:32
nit: remove commented code.
yunchao
2016/09/08 18:32:49
I would like to keep the code here, which indicate
piman
2016/09/08 19:39:17
Please don't. It makes it confusing. The conversio
yunchao
2016/09/08 23:16:49
(Again, maybe I am wrong here) sampling from srgb
|
+ "void main()\n" |
+ "{\n" |
+ " vec4 c = texture(u_source_texture, v_texcoord);\n" |
+ //" output_color = vec4(decode(c.r), decode(c.g), decode(c.b), c.a);\n" |
piman
2016/09/07 23:08:32
nit: remove commented code.
yunchao
2016/09/08 18:32:49
I'd like to keep the code here.
piman
2016/09/08 19:39:17
Please don't.
|
+ " output_color = c;\n" |
+ "}\n"; |
+ |
+ GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); |
+ CompileShader(fs, fs_source); |
+ glAttachShader(srgb_decoder_program_, fs); |
+ glDeleteShader(fs); |
+ |
+ glLinkProgram(srgb_decoder_program_); |
+#ifndef NDEBUG |
+ GLint linked = 0; |
+ glGetProgramiv(srgb_decoder_program_, GL_LINK_STATUS, &linked); |
+ if (!linked) { |
+ DLOG(ERROR) << "BlitFramebuffer: program link failure."; |
+ } |
+#endif |
+ |
+ GLuint texture_uniform = |
+ glGetUniformLocation(srgb_decoder_program_, "u_source_texture"); |
+ glUseProgram(srgb_decoder_program_); |
+ glUniform1i(texture_uniform, 0); |
+ |
+ glGenTextures(srgb_decoder_textures_.size(), srgb_decoder_textures_.data()); |
+ glActiveTexture(GL_TEXTURE0); |
+ for (auto srgb_decoder_texture : srgb_decoder_textures_) { |
+ glBindTexture(GL_TEXTURE_2D, srgb_decoder_texture); |
+ |
+ // Use nearest, non-mipmapped sampling with the srgb decoder texture |
piman
2016/09/07 23:08:33
nit: you're using linear, not nearest. Fix comment
yunchao
2016/09/08 18:32:49
Done.
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ } |
+ |
+ glGenFramebuffersEXT(1, &srgb_decoder_fbo_); |
+ glGenVertexArraysOES(1, &srgb_decoder_vao_); |
+ |
+ decoder->RestoreTextureUnitBindings(0); |
+ decoder->RestoreActiveTexture(); |
+ decoder->RestoreProgramBindings(); |
+ |
+ srgb_decoder_initialized_ = true; |
+} |
+ |
+void SRGBConverter::InitializeSRGBEncoder( |
+ const gles2::GLES2Decoder* decoder) { |
+ if (srgb_encoder_initialized_) { |
+ return; |
+ } |
+ |
+ srgb_encoder_program_ = glCreateProgram(); |
+ |
+ // Compile the vertex shader |
+ const char* vs_source = |
+ "#version 150\n" |
+ "out vec2 v_texcoord;\n" |
+ "\n" |
+ "void main()\n" |
+ "{\n" |
+ " const vec2 quad_positions[6] = vec2[6]\n" |
+ " (\n" |
+ " vec2(0.0f, 0.0f),\n" |
+ " vec2(0.0f, 1.0f),\n" |
+ " vec2(1.0f, 0.0f),\n" |
+ "\n" |
+ " vec2(0.0f, 1.0f),\n" |
+ " vec2(1.0f, 0.0f),\n" |
+ " vec2(1.0f, 1.0f)\n" |
+ " );\n" |
+ "\n" |
+ " vec2 xy = vec2((quad_positions[gl_VertexID] * 2.0) - 1.0);\n" |
+ " gl_Position = vec4(xy, 0.0, 1.0);\n" |
+ " v_texcoord = quad_positions[gl_VertexID];\n" |
+ "}\n"; |
piman
2016/09/07 23:08:32
This is the same VS as above for the decoder, can
yunchao
2016/09/08 18:32:49
That's true. Done.
|
+ |
+ GLuint vs = glCreateShader(GL_VERTEX_SHADER); |
+ CompileShader(vs, vs_source); |
+ glAttachShader(srgb_encoder_program_, vs); |
+ glDeleteShader(vs); |
+ |
+ // Compile the fragment shader |
+ const char* fs_source = |
+ "#version 150\n" |
+ "uniform sampler2D u_source_texture;\n" |
+ "in vec2 v_texcoord;\n" |
+ "out vec4 output_color;\n" |
+ "\n" |
+ "float encode(float color)\n" |
piman
2016/09/07 23:08:33
If we're doing the linear->srgb conversion with a
yunchao
2016/09/08 18:32:49
Prior to OGL 4.4, it can not support FRAMEBUFFER_S
piman
2016/09/08 19:39:18
Why not? FRAMEBUFFER_SRGB is definitely supported
yunchao
2016/09/08 23:16:49
Sorry, I am wrong. FRAMEBUFFER_SRGB exists as long
|
+ "{\n" |
+ " float encoded_color;\n" |
+ " if (color <= 0.0) {\n" |
+ " return 0.0;\n" |
+ " } else if (color < 0.0031308) {\n" |
+ " return color * 12.92;\n" |
+ " } else if (color < 1) {\n" |
+ " return pow(color, 0.41666) * 1.055 - 0.055;\n" |
+ " } else {\n" |
+ " return 1.0;\n" |
+ " }\n" |
+ "}\n" |
+ "\n" |
+ "void main()\n" |
+ "{\n" |
+ " vec4 c = texture(u_source_texture, v_texcoord);\n" |
+ " output_color = vec4(encode(c.r), encode(c.g), encode(c.b), c.a);\n" |
+ "}\n"; |
+ |
+ GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); |
+ CompileShader(fs, fs_source); |
+ glAttachShader(srgb_encoder_program_, fs); |
+ glDeleteShader(fs); |
+ |
+ glLinkProgram(srgb_encoder_program_); |
+#ifndef NDEBUG |
+ GLint linked = 0; |
+ glGetProgramiv(srgb_encoder_program_, GL_LINK_STATUS, &linked); |
+ if (!linked) { |
+ DLOG(ERROR) << "SRGB Encoder for BlitFramebuffer: program link failure."; |
+ } |
+#endif |
+ |
+ GLuint texture_uniform = |
+ glGetUniformLocation(srgb_encoder_program_, "u_source_texture"); |
+ glUseProgram(srgb_encoder_program_); |
+ glUniform1i(texture_uniform, 0); |
+ |
+ glGenTextures(srgb_encoder_textures_.size(), srgb_encoder_textures_.data()); |
+ glActiveTexture(GL_TEXTURE0); |
+ for (auto srgb_encoder_texture : srgb_encoder_textures_) { |
+ glBindTexture(GL_TEXTURE_2D, srgb_encoder_texture); |
+ |
+ // Use nearest, non-mipmapped sampling with the srgb encoder texture |
piman
2016/09/07 23:08:32
nit: ditto, nearest->linear
yunchao
2016/09/08 18:32:49
Done.
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
+ } |
+ |
+ glGenFramebuffersEXT(1, &srgb_encoder_fbo_); |
+ glGenVertexArraysOES(1, &srgb_encoder_vao_); |
+ |
+ decoder->RestoreTextureUnitBindings(0); |
+ decoder->RestoreActiveTexture(); |
+ decoder->RestoreProgramBindings(); |
+ |
+ srgb_encoder_initialized_ = true; |
+} |
+ |
+void SRGBConverter::Destroy() { |
+ if (srgb_decoder_initialized_) { |
+ glDeleteProgram(srgb_decoder_program_); |
+ srgb_decoder_program_ = 0; |
+ |
+ glDeleteTextures(srgb_decoder_textures_.size(), |
+ srgb_decoder_textures_.data()); |
+ srgb_decoder_textures_.fill(0); |
+ |
+ glDeleteFramebuffersEXT(1, &srgb_decoder_fbo_); |
+ srgb_decoder_fbo_ = 0; |
+ |
+ glDeleteVertexArraysOES(1, &srgb_decoder_vao_); |
+ srgb_decoder_vao_ = 0; |
+ |
+ srgb_decoder_initialized_ = false; |
+ } |
+ |
+ if (srgb_encoder_initialized_) { |
+ glDeleteProgram(srgb_encoder_program_); |
+ srgb_encoder_program_ = 0; |
+ |
+ glDeleteTextures(srgb_encoder_textures_.size(), |
+ srgb_encoder_textures_.data()); |
+ srgb_encoder_textures_.fill(0); |
+ |
+ glDeleteFramebuffersEXT(1, &srgb_encoder_fbo_); |
+ srgb_encoder_fbo_ = 0; |
+ |
+ glDeleteVertexArraysOES(1, &srgb_encoder_vao_); |
+ srgb_encoder_vao_ = 0; |
+ |
+ srgb_encoder_initialized_ = false; |
+ } |
+} |
+ |
+void SRGBConverter::SRGBToLinear( |
+ const gles2::GLES2Decoder* decoder, |
+ GLint srcX0, |
+ GLint srcY0, |
+ GLint srcX1, |
+ GLint srcY1, |
+ GLint dstX0, |
+ GLint dstY0, |
+ GLint dstX1, |
+ GLint dstY1, |
+ GLbitfield mask, |
+ GLenum filter, |
+ const gfx::Size& framebuffer_size, |
+ GLuint src_framebuffer, |
+ GLenum src_framebuffer_internal_format, |
+ GLuint dst_framebuffer, |
+ GLenum dst_framebuffer_internal_format, |
+ GLenum dst_framebuffer_format, |
+ GLenum dst_framebuffer_type) { |
piman
2016/09/07 23:08:33
This could use a high-level comment about what we'
yunchao
2016/09/08 18:32:49
Done.
yunchao
2016/09/08 18:32:49
Good suggestions! Done.
|
+ |
+ DCHECK(srgb_decoder_initialized_); |
+ |
+ // Copy the image from framebuffer to the first srgb decoder texture |
+ // TODO(yunchao) If the read buffer is a fbo texture, we can sample |
+ // directly from that texture. In this way, we can save gpu memory. |
+ glBindFramebufferEXT(GL_FRAMEBUFFER, src_framebuffer); |
+ glActiveTexture(GL_TEXTURE0); |
+ glBindTexture(GL_TEXTURE_2D, srgb_decoder_textures_[0]); |
+ |
+ // We should not copy pixels outside of the read framebuffer. If we read |
+ // these pixels, they would become in-bound during BlitFramebuffer. However, |
+ // Out-of-bounds pixels will be initialized to 0 in CopyTexSubImage. But they |
+ // should read as if the GL_CLAMP_TO_EDGE texture mapping mode were applied |
+ // during BlitFramebuffer when the filter is GL_LINEAR. |
+ GLuint x = srcX1 > srcX0 ? srcX0 : srcX1; |
+ GLuint width = srcX1 > srcX0 ? srcX1 - srcX0 : srcX0 - srcX1; |
+ GLuint y = srcY1 > srcY0 ? srcY0 : srcY1; |
+ GLuint height = srcY1 > srcY0 ? srcY1 - srcY0 : srcY0 - srcY1; |
+ gfx::Rect c(0, 0, framebuffer_size.width(), framebuffer_size.height()); |
+ c.Intersect(gfx::Rect(x, y, width, height)); |
+ GLuint xoffset = c.x() - x; |
+ GLuint yoffset = c.y() - y; |
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, src_framebuffer_internal_format, |
+ c.x(), c.y(), c.width(), c.height(), 0); |
+ |
+ // Make a temporary framebuffer using the second srgb decoder texture to |
+ // render the converted (linear to srgb) result to. |
piman
2016/09/07 23:08:32
nit: you're converting srgb to linear, not linear
yunchao
2016/09/08 18:32:49
Done.
|
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); |
+ |
+ glBindTexture(GL_TEXTURE_2D, srgb_decoder_textures_[1]); |
+ glTexImage2D(GL_TEXTURE_2D, 0, dst_framebuffer_internal_format, |
+ c.width(), c.height(), |
+ 0, dst_framebuffer_format, dst_framebuffer_type, nullptr); |
+ glBindFramebufferEXT(GL_FRAMEBUFFER, srgb_decoder_fbo_); |
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
+ srgb_decoder_textures_[1], 0); |
+ |
+ // Render to the second srgb decoder texture, |
+ // sampling from the first srgb decoder texture. |
+ glUseProgram(srgb_decoder_program_); |
+ glViewport(0, 0, width, height); |
+ glDisable(GL_SCISSOR_TEST); |
+ glDisable(GL_DEPTH_TEST); |
+ glDisable(GL_STENCIL_TEST); |
+ glDisable(GL_CULL_FACE); |
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
+ glDepthMask(GL_FALSE); |
+ glDisable(GL_BLEND); |
+ glDisable(GL_DITHER); |
+ |
+ glBindTexture(GL_TEXTURE_2D, srgb_decoder_textures_[0]); |
+ glBindVertexArrayOES(srgb_decoder_vao_); |
+ |
+ glDrawArrays(GL_TRIANGLES, 0, 6); |
+ |
+ // Finally, bind the temporary framebuffer as read framebuffer, |
+ // blit the converted texture in temp fbo to the destination texture |
+ // in destination framebuffer. |
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER, srgb_decoder_fbo_); |
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, dst_framebuffer); |
+ // Note that the source region has been changed in temp framebuffer. |
+ // The xoffset/yoffset can make bliting clamp to the correct edge if |
+ // CLAMP_TO_EDGE is necessary. |
+ glBlitFramebuffer(srcX0 < srcX1 ? 0 - xoffset : width - xoffset, |
+ srcY0 < srcY1 ? 0 - yoffset : height - yoffset, |
+ srcX0 < srcX1 ? width - xoffset : 0 - xoffset, |
+ srcY0 < srcY1 ? height - yoffset : 0 - yoffset, |
Zhenyao Mo
2016/09/06 22:30:11
Can you also expand your new conformance test to c
yunchao
2016/09/07 03:46:26
Sure, see the patch at https://github.com/KhronosG
|
+ dstX0, dstY0, dstX1, dstY1, mask, filter); |
+ |
+ // Restore state |
+ decoder->RestoreAllAttributes(); |
+ decoder->RestoreTextureUnitBindings(0); |
+ decoder->RestoreActiveTexture(); |
+ decoder->RestoreProgramBindings(); |
+ decoder->RestoreBufferBindings(); |
+ decoder->RestoreFramebufferBindings(); |
+ decoder->RestoreGlobalState(); |
+} |
+ |
+void SRGBConverter::LinearToSRGB( |
+ const gles2::GLES2Decoder* decoder, |
+ GLint srcX0, |
+ GLint srcY0, |
+ GLint srcX1, |
+ GLint srcY1, |
+ GLint dstX0, |
+ GLint dstY0, |
+ GLint dstX1, |
+ GLint dstY1, |
+ GLbitfield mask, |
+ GLenum filter, |
+ const gfx::Size& framebuffer_size, |
+ GLuint src_framebuffer, |
+ GLenum src_framebuffer_internal_format, |
+ GLuint dst_framebuffer, |
+ GLenum dst_framebuffer_internal_format, |
+ GLenum dst_framebuffer_format, |
+ GLenum dst_framebuffer_type) { |
piman
2016/09/07 23:08:33
ditto, worth a high-level comment about what we do
yunchao
2016/09/08 18:32:49
Done.
|
+ |
+ DCHECK(srgb_encoder_initialized_); |
+ |
+ // Copy the framebuffer to the first srgb encoder texture |
+ glBindFramebufferEXT(GL_FRAMEBUFFER, src_framebuffer); |
+ glActiveTexture(GL_TEXTURE0); |
+ glBindTexture(GL_TEXTURE_2D, srgb_encoder_textures_[0]); |
+ |
+ // We should not copy pixels outside of the read framebuffer. If we read |
+ // these pixels, they would become in-bound during BlitFramebuffer. However, |
+ // Out-of-bounds pixels will be initialized to 0 in CopyTexSubImage. But they |
+ // should read as if the GL_CLAMP_TO_EDGE texture mapping mode were applied |
+ // during BlitFramebuffer when the filter is GL_LINEAR. |
+ GLuint x = srcX1 > srcX0 ? srcX0 : srcX1; |
+ GLuint width = srcX1 > srcX0 ? srcX1 - srcX0 : srcX0 - srcX1; |
+ GLuint y = srcY1 > srcY0 ? srcY0 : srcY1; |
+ GLuint height = srcY1 > srcY0 ? srcY1 - srcY0 : srcY0 - srcY1; |
+ gfx::Rect c(0, 0, framebuffer_size.width(), framebuffer_size.height()); |
+ c.Intersect(gfx::Rect(x, y, width, height)); |
+ GLuint xoffset = c.x() - x; |
+ GLuint yoffset = c.y() - y; |
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, src_framebuffer_internal_format, |
+ c.x(), c.y(), c.width(), c.height(), 0); |
+ |
+ // Make a temporary framebuffer using the second srgb encoder texture to |
+ // render the converted (linear to srgb) result to. |
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); |
+ |
+ glBindTexture(GL_TEXTURE_2D, srgb_encoder_textures_[1]); |
+ glTexImage2D(GL_TEXTURE_2D, 0, dst_framebuffer_internal_format, |
+ c.width(), c.height(), |
+ 0, dst_framebuffer_format, dst_framebuffer_type, nullptr); |
+ glBindFramebufferEXT(GL_FRAMEBUFFER, srgb_encoder_fbo_); |
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
+ srgb_encoder_textures_[1], 0); |
+ |
+ // Render to the second srgb encoder texture, |
+ // sampling from the first srgb encoder texture. |
+ glUseProgram(srgb_encoder_program_); |
+ glViewport(0, 0, width, height); |
+ glDisable(GL_SCISSOR_TEST); |
+ glDisable(GL_DEPTH_TEST); |
+ glDisable(GL_STENCIL_TEST); |
+ glDisable(GL_CULL_FACE); |
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
+ glDepthMask(GL_FALSE); |
+ glDisable(GL_BLEND); |
+ glDisable(GL_DITHER); |
+ |
+ glBindTexture(GL_TEXTURE_2D, srgb_encoder_textures_[0]); |
+ glBindVertexArrayOES(srgb_encoder_vao_); |
+ |
+ glDrawArrays(GL_TRIANGLES, 0, 6); |
+ |
+ // Finally, bind the temporary framebuffer as read framebuffer, |
+ // blit the converted texture in temp fbo to the destination texture |
+ // in destination framebuffer. |
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER, srgb_encoder_fbo_); |
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, dst_framebuffer); |
+ // Note that the source region has been changed in temp framebuffer. |
+ // The xoffset/yoffset can make bliting clamp to the correct edge if |
+ // CLAMP_TO_EDGE is necessary. |
+ glBlitFramebuffer(srcX0 < srcX1 ? 0 - xoffset : width - xoffset, |
piman
2016/09/07 23:08:32
If we don't trust glBlitFramebuffer to correctly h
yunchao
2016/09/08 18:32:49
You are correct. My implementation is wrong for en
|
+ srcY0 < srcY1 ? 0 - yoffset : height - yoffset, |
+ srcX0 < srcX1 ? width - xoffset : 0 - xoffset, |
+ srcY0 < srcY1 ? height - yoffset : 0 - yoffset, |
+ dstX0, dstY0, dstX1, dstY1, mask, filter); |
+ |
+ // Restore state |
+ decoder->RestoreAllAttributes(); |
+ decoder->RestoreTextureUnitBindings(0); |
+ decoder->RestoreActiveTexture(); |
+ decoder->RestoreProgramBindings(); |
+ decoder->RestoreBufferBindings(); |
+ decoder->RestoreFramebufferBindings(); |
+ decoder->RestoreGlobalState(); |
+} |
+ |
+} // namespace gles2. |
+} // namespace gpu |