Index: gpu/command_buffer/service/gles2_cmd_decoder.cc |
diff --git a/gpu/command_buffer/service/gles2_cmd_decoder.cc b/gpu/command_buffer/service/gles2_cmd_decoder.cc |
index c480b71567dca3814c19aeca0b4f7185bc338e42..eeee706c51c834c111fed9093c0c1f7f88314883 100644 |
--- a/gpu/command_buffer/service/gles2_cmd_decoder.cc |
+++ b/gpu/command_buffer/service/gles2_cmd_decoder.cc |
@@ -65,6 +65,7 @@ |
#include "gpu/command_buffer/service/transform_feedback_manager.h" |
#include "gpu/command_buffer/service/vertex_array_manager.h" |
#include "gpu/command_buffer/service/vertex_attrib_manager.h" |
+#include "gpu/ipc/common/gpu_surface_lookup.h" |
piman
2016/11/09 17:50:07
So, including gpu/ipc is a layering violation. Ind
klausw
2016/11/11 00:04:10
I'm a bit confused about the layering violation an
|
#include "third_party/angle/src/image_util/loadimage.h" |
#include "third_party/smhasher/src/City.h" |
#include "ui/gfx/buffer_types.h" |
@@ -82,6 +83,7 @@ |
#include "ui/gl/gl_image.h" |
#include "ui/gl/gl_implementation.h" |
#include "ui/gl/gl_surface.h" |
+#include "ui/gl/gl_surface_egl.h" |
piman
2016/11/09 17:50:06
I believe we can't include this on Mac (EGL is not
klausw
2016/11/09 21:21:55
Done, now Android only.
|
#include "ui/gl/gl_version_info.h" |
#include "ui/gl/gpu_timing.h" |
@@ -1034,6 +1036,8 @@ class GLES2DecoderImpl : public GLES2Decoder, public ErrorStateClient { |
void DoFlushMappedBufferRange( |
GLenum target, GLintptr offset, GLsizeiptr size); |
+ void DoSetSurfaceHandleCHROMIUM(GLint surface_handle); |
+ |
// Creates a Program for the given program. |
Program* CreateProgram(GLuint client_id, GLuint service_id) { |
return program_manager()->CreateProgram(client_id, service_id); |
@@ -2131,6 +2135,17 @@ class GLES2DecoderImpl : public GLES2Decoder, public ErrorStateClient { |
scoped_refptr<gl::GLSurface> surface_; |
scoped_refptr<gl::GLContext> context_; |
+ // Direct render mode data for switching and restoring the |
+ // underlying destination surface, cf. DoSetSurfaceHandleCHROMIUM. |
+ struct DirectRenderState{ |
+ scoped_refptr<gl::GLSurface> direct_surface; |
+ scoped_refptr<gl::GLSurface> orig_surface; |
+ std::unique_ptr<BackFramebuffer> orig_offscreen_target_frame_buffer; |
+ bool orig_supports_async_swap; |
+ bool orig_back_buffer_has_depth; |
piman
2016/11/09 17:50:07
saving/restoring the old values seems like additio
klausw
2016/11/09 21:21:56
I've refactored it by extracting bits of Initializ
|
+ }; |
+ std::unique_ptr<DirectRenderState> direct_render_state_; |
+ |
// The ContextGroup for this decoder uses to track resources. |
scoped_refptr<ContextGroup> group_; |
@@ -16937,6 +16952,85 @@ void GLES2DecoderImpl::DoApplyScreenSpaceAntialiasingCHROMIUM() { |
} |
} |
+void GLES2DecoderImpl::DoSetSurfaceHandleCHROMIUM(GLint surface_handle) { |
+#if defined(OS_ANDROID) |
+ if (surface_handle) { |
+ // Use the specified surface as a render target, and save decoder |
+ // state so that this can be reverted later. |
+ |
+ // Ignore redundant calls. For now we don't support switching between |
+ // different surfaces, if you need this you have to make a call with |
+ // surface_handle=0 in between. |
piman
2016/11/09 17:50:06
This is a bit distasteful as an API... It doesn't
klausw
2016/11/09 21:21:55
Fixed, it raises an error now if the current conte
|
+ if (direct_render_state_) { |
+ return; |
+ } |
+ |
+ direct_render_state_.reset(new DirectRenderState()); |
+ |
+ // One-time initialization when first activating a direct draw surface. |
+ ANativeWindow* window = |
+ gpu::GpuSurfaceLookup::GetInstance()->AcquireNativeWidget( |
+ surface_handle); |
piman
2016/11/09 17:50:06
This could be NULL? How should we handle this?
klausw
2016/11/09 21:21:55
Changed to raise an error.
|
+ direct_render_state_->direct_surface = |
+ new gl::NativeViewGLSurfaceEGL(window); |
piman
2016/11/09 17:50:07
So, this is an extremely powerful capability. If t
klausw
2016/11/11 00:04:10
After discussion with Brandon, it sounds best to g
|
+ |
+ // It would be useful if we could get a custom surface format such |
+ // as one with a depth buffer here, but the new surface must use |
+ // the same format as the one originally used for creating the GL |
+ // context. Anything else just results in BAD_MATCH errors. |
+ bool initialize_success = direct_render_state_->direct_surface->Initialize( |
+ surface_->GetFormat()); |
+ if (!initialize_success) { |
+ LOG(ERROR) << "Direct render surface init failed for handle " << |
+ surface_handle; |
+ } |
+ ANativeWindow_release(window); |
+ |
+ direct_render_state_->orig_surface = surface_; |
+ |
+ // We don't want async swap since we want full control over when the |
+ // SurfaceTexture gets updated. |
piman
2016/11/09 17:50:06
FYI, "async" swap doesn't remove any "control", it
klausw
2016/11/09 21:21:55
I removed this, I had misunderstood how it works a
|
+ direct_render_state_->orig_supports_async_swap = supports_async_swap_; |
+ supports_async_swap_ = false; |
piman
2016/11/09 17:50:06
what about other properties of the surface, like s
klausw
2016/11/09 21:21:55
See above, the new shared methods should keep them
|
+ direct_render_state_->orig_back_buffer_has_depth = back_buffer_has_depth_; |
+ back_buffer_has_depth_ = true; |
piman
2016/11/09 17:50:06
What makes this true?
klausw
2016/11/09 21:21:55
This was an assumption based on the current use ca
|
+ // override back_buffer_has_stencil_ too? |
piman
2016/11/09 17:50:07
What is this comment, is it a TODO? If so, please
klausw
2016/11/09 21:21:55
Should be fixed now.
|
+ |
+ // Offscreen surfaces don't support SwapBuffers, make sure it's not |
+ // considered offscreen. Various code in this file checks for is_offscreen |
+ // = !!offscreen_target_frame_buffer_.get(). |
+ direct_render_state_->orig_offscreen_target_frame_buffer = |
+ std::move(offscreen_target_frame_buffer_); |
+ offscreen_target_frame_buffer_.reset(nullptr); |
+ |
+ // Activate the surface. This does *not* rebind the active framebuffer, |
+ // callers must do so themselves as needed. |
piman
2016/11/09 17:50:06
We should keep a consistent state. If the default
klausw
2016/11/09 21:21:55
I've added MakeCurrent and am applying glViewport
piman
2016/11/09 22:26:09
Correct.
klausw
2016/11/10 02:28:07
Acknowledged.
|
+ SetSurface(direct_render_state_->direct_surface); |
+ } else { |
+ // Restore original state for drawing offscreen. |
+ |
+ // Ignore redundant calls. |
+ if (!direct_render_state_) return; |
+ |
+ supports_async_swap_ = direct_render_state_->orig_supports_async_swap; |
+ back_buffer_has_depth_ = direct_render_state_->orig_back_buffer_has_depth; |
+ offscreen_target_frame_buffer_ = |
+ std::move(direct_render_state_->orig_offscreen_target_frame_buffer); |
+ |
+ SetSurface(direct_render_state_->orig_surface); |
+ |
+ // Trust the state struct's destructors to handle refcounting for |
+ // surfaces and trigger apprpriate cleanup. |
+ direct_render_state_.reset(); |
+ } |
+#else // !OS_ANDROID |
+ LOCAL_SET_GL_ERROR( |
+ GL_INVALID_OPERATION, |
+ "glSetSurfaceHandleCHROMIUM", |
+ "Direct render surface is unsupported on this platform"); |
+#endif |
+} |
+ |
void GLES2DecoderImpl::DoInsertEventMarkerEXT( |
GLsizei length, const GLchar* marker) { |
if (!marker) { |