Chromium Code Reviews| Index: gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc |
| diff --git a/gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc b/gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc |
| index ce8b68101e76202ee3df8a06eb5a3dd0d6387687..062443cb2b76fe0e308b301c31d8251b2fc5496e 100644 |
| --- a/gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc |
| +++ b/gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc |
| @@ -4,15 +4,19 @@ |
| #include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h" |
| -#include <string.h> |
| +#include <algorithm> |
| + |
| #include "base/basictypes.h" |
| #include "gpu/command_buffer/common/types.h" |
| #include "gpu/command_buffer/service/gl_utils.h" |
| #include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
| -#define SHADER(src) \ |
| - "#ifdef GL_ES\n" \ |
| - "precision mediump float;\n" \ |
| +#define SHADER(src) \ |
| + "#ifdef GL_ES\n" \ |
| + "precision mediump float;\n" \ |
| + "#define TexCoordPrecision mediump\n" \ |
| + "#else\n" \ |
| + "#define TexCoordPrecision\n" \ |
| "#endif\n" #src |
| #define SHADER_2D(src) \ |
| "#define SamplerType sampler2D\n" \ |
| @@ -21,135 +25,133 @@ |
| "#extension GL_OES_EGL_image_external : require\n" \ |
| "#define SamplerType samplerExternalOES\n" \ |
| "#define TextureLookup texture2D\n" SHADER(src) |
| -#define SHADERS(src) \ |
| - { SHADER_2D(src), SHADER_EXTERNAL_OES(src) } |
| +#define FRAGMENT_SHADERS(src) \ |
| + SHADER_2D(src), SHADER_EXTERNAL_OES(src) |
| namespace { |
| -const GLfloat kQuadVertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, |
| - 1.0f, -1.0f, 0.0f, 1.0f, |
| - 1.0f, 1.0f, 0.0f, 1.0f, |
| - -1.0f, 1.0f, 0.0f, 1.0f }; |
| - |
| -enum ShaderId { |
| - SHADER_COPY_TEXTURE, |
| - SHADER_COPY_TEXTURE_FLIP_Y, |
| - SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA, |
| - SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA, |
| - SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIP_Y, |
| - SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_FLIP_Y, |
| - NUM_SHADERS, |
| +enum VertexShaderId { |
| + VERTEX_SHADER_COPY_TEXTURE, |
| + VERTEX_SHADER_COPY_TEXTURE_FLIP_Y, |
| + NUM_VERTEX_SHADERS, |
| }; |
| -enum SamplerId { |
| - SAMPLER_TEXTURE_2D, |
| - SAMPLER_TEXTURE_EXTERNAL_OES, |
| - NUM_SAMPLERS, |
| +enum FragmentShaderId { |
| + FRAGMENT_SHADER_COPY_TEXTURE_2D, |
| + FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES, |
| + FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_2D, |
| + FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_EXTERNAL_OES, |
| + FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_2D, |
| + FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_EXTERNAL_OES, |
| + NUM_FRAGMENT_SHADERS, |
| }; |
| -const char* vertex_shader_source = |
| +const char* vertex_shader_source[NUM_VERTEX_SHADERS] = { |
| + // VERTEX_SHADER_COPY_TEXTURE |
| SHADER( |
| uniform mat4 u_matrix; |
| attribute vec4 a_position; |
| - varying vec2 v_uv; |
| + varying TexCoordPrecision vec2 v_uv; |
| void main(void) { |
| gl_Position = u_matrix * a_position; |
| - v_uv = a_position.xy * 0.5 + vec2(0.5, 0.5); |
| - }); |
| - |
| -const char* fragment_shader_source[NUM_SHADERS][NUM_SAMPLERS] = { |
| - // SHADER_COPY_TEXTURE |
| - SHADERS( |
| - uniform SamplerType u_texSampler; |
| - varying vec2 v_uv; |
| - void main(void) { |
| - gl_FragColor = TextureLookup(u_texSampler, v_uv.st); |
| - }), |
| - // SHADER_COPY_TEXTURE_FLIP_Y |
| - SHADERS( |
| - uniform SamplerType u_texSampler; |
| - varying vec2 v_uv; |
| - void main(void) { |
| - gl_FragColor = TextureLookup(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t)); |
| + v_uv = a_position.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5); |
| }), |
| - // SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA |
| - SHADERS( |
| - uniform SamplerType u_texSampler; |
| - varying vec2 v_uv; |
| + // VERTEX_SHADER_COPY_TEXTURE_FLIP_Y |
| + SHADER( |
| + uniform mat4 u_matrix; |
| + attribute vec4 a_position; |
| + varying TexCoordPrecision vec2 v_uv; |
| void main(void) { |
| - gl_FragColor = TextureLookup(u_texSampler, v_uv.st); |
| - gl_FragColor.rgb *= gl_FragColor.a; |
| + gl_Position = u_matrix * a_position; |
| + v_uv = a_position.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5); |
| }), |
| - // SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA |
| - SHADERS( |
| - uniform SamplerType u_texSampler; |
| - varying vec2 v_uv; |
| +}; |
| + |
| +const char* fragment_shader_source[NUM_FRAGMENT_SHADERS] = { |
| + // FRAGMENT_SHADER_COPY_TEXTURE_* |
| + FRAGMENT_SHADERS( |
| + uniform SamplerType u_sampler; |
| + varying TexCoordPrecision vec2 v_uv; |
| void main(void) { |
| - gl_FragColor = TextureLookup(u_texSampler, v_uv.st); |
| - if (gl_FragColor.a > 0.0) |
| - gl_FragColor.rgb /= gl_FragColor.a; |
| + gl_FragColor = TextureLookup(u_sampler, v_uv.st); |
| }), |
| - // SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIP_Y |
| - SHADERS( |
| - uniform SamplerType u_texSampler; |
| - varying vec2 v_uv; |
| + // FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_* |
| + FRAGMENT_SHADERS( |
| + uniform SamplerType u_sampler; |
| + varying TexCoordPrecision vec2 v_uv; |
| void main(void) { |
| - gl_FragColor = TextureLookup(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t)); |
| + gl_FragColor = TextureLookup(u_sampler, v_uv.st); |
| gl_FragColor.rgb *= gl_FragColor.a; |
| }), |
| - // SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_FLIP_Y |
| - SHADERS( |
| - uniform SamplerType u_texSampler; |
| - varying vec2 v_uv; |
| + // FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_* |
| + FRAGMENT_SHADERS( |
| + uniform SamplerType u_sampler; |
| + varying TexCoordPrecision vec2 v_uv; |
| void main(void) { |
| - gl_FragColor = TextureLookup(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t)); |
| + gl_FragColor = TextureLookup(u_sampler, v_uv.st); |
| if (gl_FragColor.a > 0.0) |
| gl_FragColor.rgb /= gl_FragColor.a; |
| }), |
| }; |
| -// Returns the correct shader id to evaluate the copy operation for |
| -// the CHROMIUM_flipy and premultiply alpha pixel store settings. |
| -ShaderId GetShaderId(bool flip_y, |
| - bool premultiply_alpha, |
| - bool unpremultiply_alpha) { |
| - // If both pre-multiply and unpremultiply are requested, then perform no |
| - // alpha manipulation. |
| - if (premultiply_alpha && unpremultiply_alpha) { |
| - premultiply_alpha = false; |
| - unpremultiply_alpha = false; |
| - } |
| - |
| - // bit 0: Flip_y |
| - // bit 1: Premult |
| - // bit 2: Unpremult |
| - static ShaderId shader_ids[] = { |
| - SHADER_COPY_TEXTURE, |
| - SHADER_COPY_TEXTURE_FLIP_Y, // F |
| - SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA, // P |
| - SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIP_Y, // F P |
| - SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA, // U |
| - SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_FLIP_Y, // F U |
| - SHADER_COPY_TEXTURE, // P U |
| - SHADER_COPY_TEXTURE_FLIP_Y, // F P U |
| +// Returns the correct vertex shader id to evaluate the copy operation for |
| +// the CHROMIUM_flipy setting. |
| +VertexShaderId GetVertexShaderId(bool flip_y) { |
| + // bit 0: flip y |
| + static VertexShaderId shader_ids[] = { |
| + VERTEX_SHADER_COPY_TEXTURE, |
| + VERTEX_SHADER_COPY_TEXTURE_FLIP_Y, |
| }; |
| - unsigned index = (flip_y ? (1 << 0) : 0) | |
| - (premultiply_alpha ? (1 << 1) : 0) | |
| - (unpremultiply_alpha ? (1 << 2) : 0); |
| + unsigned index = flip_y ? 1 : 0; |
| return shader_ids[index]; |
| } |
| -SamplerId GetSamplerId(GLenum source_target) { |
| - switch (source_target) { |
| +// Returns the correct fragment shader id to evaluate the copy operation for |
| +// the premultiply alpha pixel store settings and target. |
| +FragmentShaderId GetFragmentShaderId(bool premultiply_alpha, |
| + bool unpremultiply_alpha, |
| + GLenum target) { |
| + enum { |
| + SAMPLER_2D, |
| + SAMPLER_EXTERNAL_OES, |
| + NUM_SAMPLERS |
| + }; |
| + |
| + // bit 0: premultiply alpha |
| + // bit 1: unpremultiply alpha |
| + static FragmentShaderId shader_ids[][NUM_SAMPLERS] = { |
| + { |
| + FRAGMENT_SHADER_COPY_TEXTURE_2D, |
| + FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES, |
| + }, |
| + { |
| + FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_2D, |
| + FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_EXTERNAL_OES, |
| + }, |
| + { |
| + FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_2D, |
| + FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_EXTERNAL_OES, |
| + }, |
| + { |
| + FRAGMENT_SHADER_COPY_TEXTURE_2D, |
| + FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES, |
| + }}; |
| + |
| + unsigned index = (premultiply_alpha ? (1 << 0) : 0) | |
| + (unpremultiply_alpha ? (1 << 1) : 0); |
| + |
| + switch (target) { |
| case GL_TEXTURE_2D: |
| - return SAMPLER_TEXTURE_2D; |
| + return shader_ids[index][SAMPLER_2D]; |
| case GL_TEXTURE_EXTERNAL_OES: |
| - return SAMPLER_TEXTURE_EXTERNAL_OES; |
| + return shader_ids[index][SAMPLER_EXTERNAL_OES]; |
| + default: |
| + break; |
| } |
| NOTREACHED(); |
| - return SAMPLER_TEXTURE_2D; |
| + return shader_ids[index][SAMPLER_2D]; |
| } |
| void CompileShader(GLuint shader, const char* shader_source) { |
| @@ -163,13 +165,21 @@ void CompileShader(GLuint shader, const char* shader_source) { |
| #endif |
| } |
| +void DeleteShader(GLuint shader) { |
| + if (shader) |
| + glDeleteShader(shader); |
| +} |
| + |
| } // namespace |
| namespace gpu { |
| CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager() |
| - : initialized_(false), buffer_id_(0), framebuffer_(0), vertex_shader_(0) { |
| -} |
| + : initialized_(false), |
| + vertex_shaders_(NUM_VERTEX_SHADERS, 0), |
| + fragment_shaders_(NUM_FRAGMENT_SHADERS, 0), |
|
piman
2014/04/28 17:28:15
nit: if we're going to preallocate and it's fixed
reveman
2014/04/28 18:40:32
I think it's worth using separate heap allocations
|
| + buffer_id_(0), |
| + framebuffer_(0) {} |
| CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {} |
| @@ -182,14 +192,15 @@ void CopyTextureCHROMIUMResourceManager::Initialize( |
| // Initialize all of the GPU resources required to perform the copy. |
| glGenBuffersARB(1, &buffer_id_); |
| glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); |
| - glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, |
| - GL_STATIC_DRAW); |
| + const GLfloat kQuadVertices[] = {-1.0f, -1.0f, |
| + 1.0f, -1.0f, |
| + 1.0f, 1.0f, |
| + -1.0f, 1.0f}; |
| + glBufferData( |
| + GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW); |
| glGenFramebuffersEXT(1, &framebuffer_); |
| - vertex_shader_ = glCreateShader(GL_VERTEX_SHADER); |
| - CompileShader(vertex_shader_, vertex_shader_source); |
| - |
| decoder->RestoreBufferBindings(); |
| initialized_ = true; |
| @@ -201,7 +212,10 @@ void CopyTextureCHROMIUMResourceManager::Destroy() { |
| glDeleteFramebuffersEXT(1, &framebuffer_); |
| - glDeleteShader(vertex_shader_); |
| + std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader); |
| + std::for_each( |
| + fragment_shaders_.begin(), fragment_shaders_.end(), DeleteShader); |
| + |
| for (ProgramMap::const_iterator it = programs_.begin(); it != programs_.end(); |
| ++it) { |
| const ProgramInfo& info = it->second; |
| @@ -253,19 +267,30 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( |
| return; |
| } |
| - ShaderId shader_id = |
| - GetShaderId(flip_y, premultiply_alpha, unpremultiply_alpha); |
| - SamplerId sampler_id = GetSamplerId(source_target); |
| + VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y); |
| + DCHECK_LT(vertex_shader_id, vertex_shaders_.size()); |
| + GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id]; |
| + if (!*vertex_shader) { |
| + *vertex_shader = glCreateShader(GL_VERTEX_SHADER); |
| + CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]); |
| + } |
| - ProgramMapKey key(shader_id, sampler_id); |
| + FragmentShaderId fragment_shader_id = GetFragmentShaderId( |
| + premultiply_alpha, unpremultiply_alpha, source_target); |
| + DCHECK_LT(fragment_shader_id, fragment_shaders_.size()); |
| + GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id]; |
| + if (!*fragment_shader) { |
| + *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); |
| + CompileShader(*fragment_shader, fragment_shader_source[fragment_shader_id]); |
| + } |
| + |
| + ProgramMapKey key(vertex_shader_id, fragment_shader_id); |
| ProgramInfo* info = &programs_[key]; |
| // Create program if necessary. |
| if (!info->program) { |
| - GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); |
| - CompileShader(shader, fragment_shader_source[shader_id][sampler_id]); |
| info->program = glCreateProgram(); |
| - glAttachShader(info->program, vertex_shader_); |
| - glAttachShader(info->program, shader); |
| + glAttachShader(info->program, *vertex_shader); |
| + glAttachShader(info->program, *fragment_shader); |
| glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position"); |
| glLinkProgram(info->program); |
| #ifndef NDEBUG |
| @@ -274,10 +299,8 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( |
| if (!linked) |
| DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure."; |
| #endif |
| - info->sampler_locations = |
| - glGetUniformLocation(info->program, "u_texSampler"); |
| info->matrix_handle = glGetUniformLocation(info->program, "u_matrix"); |
| - glDeleteShader(shader); |
| + info->sampler_handle = glGetUniformLocation(info->program, "u_sampler"); |
| } |
| glUseProgram(info->program); |
| @@ -315,10 +338,9 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( |
| glEnableVertexAttribArray(kVertexPositionAttrib); |
| glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); |
| - glVertexAttribPointer(kVertexPositionAttrib, 4, GL_FLOAT, GL_FALSE, |
| - 4 * sizeof(GLfloat), 0); |
| + glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| - glUniform1i(info->sampler_locations, 0); |
| + glUniform1i(info->sampler_handle, 0); |
| glBindTexture(source_target, source_id); |
| glTexParameterf(source_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| @@ -349,5 +371,5 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( |
| decoder->RestoreGlobalState(); |
| } |
| -} // namespace |
| +} // namespace gpu |