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1 // Copyright 2017 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 #include "chrome/browser/android/vr_shell/vr_shell_gpu_renderer.h" | |
6 | |
7 #include "base/logging.h" | |
8 | |
9 #include <string> | |
10 | |
11 #define VOID_OFFSET(x) reinterpret_cast<void*>(x) | |
12 #define SHADER(Src) #Src | |
13 | |
14 namespace vr_shell { | |
15 | |
16 namespace { | |
17 | |
18 const char* kQuadCopyVertex = | |
19 SHADER(attribute vec4 a_Position; | |
20 attribute vec2 a_TexCoordinate; | |
21 varying vec2 v_TexCoordinate; | |
22 void main() { | |
23 v_TexCoordinate = a_TexCoordinate; | |
24 gl_Position = a_Position; | |
25 }); | |
26 | |
27 const char* kQuadCopyFragment = SHADER( | |
28 precision highp float; | |
29 uniform sampler2D u_Texture; | |
30 varying vec2 v_TexCoordinate; | |
31 void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); }); | |
32 | |
33 GLuint CompileShader(gpu::gles2::GLES2Interface* gl, | |
34 GLenum shaderType, | |
35 const GLchar* shaderSource, | |
36 std::string& error) { | |
37 GLuint shaderHandle = gl->CreateShader(shaderType); | |
38 if (shaderHandle != 0) { | |
39 // Pass in the shader source. | |
40 int len = strlen(shaderSource); | |
41 gl->ShaderSource(shaderHandle, 1, &shaderSource, &len); | |
42 // Compile the shader. | |
43 gl->CompileShader(shaderHandle); | |
44 // Get the compilation status. | |
45 GLint status = 0; | |
46 gl->GetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status); | |
47 if (status == GL_FALSE) { | |
48 GLint infoLogLength = 0; | |
49 gl->GetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &infoLogLength); | |
50 GLchar* strInfoLog = new GLchar[infoLogLength + 1]; | |
51 gl->GetShaderInfoLog(shaderHandle, infoLogLength, nullptr, strInfoLog); | |
52 error = "Error compiling shader: "; | |
53 error += strInfoLog; | |
54 delete[] strInfoLog; | |
55 gl->DeleteShader(shaderHandle); | |
56 shaderHandle = 0; | |
57 } | |
58 } | |
59 | |
60 return shaderHandle; | |
61 } | |
62 | |
63 GLuint CreateAndLinkProgram(gpu::gles2::GLES2Interface* gl, | |
64 GLuint vertextShaderHandle, | |
65 GLuint fragmentShaderHandle, | |
66 std::string& error) { | |
67 GLuint programHandle = gl->CreateProgram(); | |
68 | |
69 if (programHandle != 0) { | |
70 // Bind the vertex shader to the program. | |
71 gl->AttachShader(programHandle, vertextShaderHandle); | |
72 | |
73 // Bind the fragment shader to the program. | |
74 gl->AttachShader(programHandle, fragmentShaderHandle); | |
75 | |
76 // Link the two shaders together into a program. | |
77 gl->LinkProgram(programHandle); | |
78 | |
79 // Get the link status. | |
80 GLint linkStatus = 0; | |
81 gl->GetProgramiv(programHandle, GL_LINK_STATUS, &linkStatus); | |
82 | |
83 // If the link failed, delete the program. | |
84 if (linkStatus == GL_FALSE) { | |
85 GLint infoLogLength; | |
86 gl->GetProgramiv(programHandle, GL_INFO_LOG_LENGTH, &infoLogLength); | |
87 | |
88 GLchar* strInfoLog = new GLchar[infoLogLength + 1]; | |
89 gl->GetProgramInfoLog(programHandle, infoLogLength, nullptr, strInfoLog); | |
90 error = "Error compiling program: "; | |
91 error += strInfoLog; | |
92 delete[] strInfoLog; | |
93 gl->DeleteProgram(programHandle); | |
94 programHandle = 0; | |
95 } | |
96 } | |
97 | |
98 return programHandle; | |
99 } | |
100 | |
101 static constexpr float kQuadVertices[16] = { | |
102 // x y u, v | |
103 -1.f, 1.f, 0.f, 1.f, -1.f, -1.f, 0.f, 0.f, | |
104 1.f, -1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 1.f}; | |
105 static constexpr int kQuadVerticesSize = sizeof(float) * 16; | |
106 | |
107 } // namespace | |
108 | |
109 GpuRenderer::GpuRenderer(gpu::gles2::GLES2Interface* gl) { | |
110 std::string error; | |
111 GLuint vertexShaderHandle = | |
112 CompileShader(gl, GL_VERTEX_SHADER, kQuadCopyVertex, error); | |
113 CHECK(vertexShaderHandle) << error; | |
114 | |
115 GLuint fragmentShaderHandle = | |
116 CompileShader(gl, GL_FRAGMENT_SHADER, kQuadCopyFragment, error); | |
117 CHECK(fragmentShaderHandle) << error; | |
118 | |
119 m_programHandle = | |
120 CreateAndLinkProgram(gl, vertexShaderHandle, fragmentShaderHandle, error); | |
121 CHECK(m_programHandle) << error; | |
122 | |
123 // Once the program is linked the shader objects are no longer needed | |
124 gl->DeleteShader(vertexShaderHandle); | |
125 gl->DeleteShader(fragmentShaderHandle); | |
126 | |
127 m_positionHandle = gl->GetAttribLocation(m_programHandle, "a_Position"); | |
128 m_texCoordHandle = gl->GetAttribLocation(m_programHandle, "a_TexCoordinate"); | |
129 m_texUniformHandle = gl->GetUniformLocation(m_programHandle, "u_Texture"); | |
130 | |
131 // TODO(bajones): Figure out why this need to be restored. | |
132 GLint oldBuffer = 0; | |
bajones
2017/03/01 18:43:50
Shouldn't need to do this here. I figured it out a
klausw
2017/03/02 08:16:13
Done.
| |
133 gl->GetIntegerv(GL_ARRAY_BUFFER_BINDING, &oldBuffer); | |
134 | |
135 m_vertexBuffer = 0; | |
136 gl->GenBuffers(1, &m_vertexBuffer); | |
137 gl->BindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer); | |
138 gl->BufferData(GL_ARRAY_BUFFER, kQuadVerticesSize, kQuadVertices, | |
139 GL_STATIC_DRAW); | |
140 | |
141 gl->BindBuffer(GL_ARRAY_BUFFER, oldBuffer); | |
bajones
2017/03/01 18:43:50
Remove. See above comment.
klausw
2017/03/02 08:16:13
Done.
| |
142 } | |
143 | |
144 GpuRenderer::~GpuRenderer() = default; | |
145 | |
146 void GpuRenderer::DrawQuad(gpu::gles2::GLES2Interface* gl, | |
147 GLuint textureHandle) { | |
148 static constexpr size_t VERTEX_STRIDE = sizeof(float) * 4; | |
149 static constexpr size_t POSITION_ELEMENTS = 2; | |
150 static constexpr size_t TEXCOORD_ELEMENTS = 2; | |
151 static constexpr size_t POSITION_OFFSET = 0; | |
152 static constexpr size_t TEXCOORD_OFFSET = sizeof(float) * 2; | |
153 | |
154 gl->Disable(GL_CULL_FACE); | |
155 gl->DepthMask(GL_FALSE); | |
156 gl->Disable(GL_DEPTH_TEST); | |
157 gl->Disable(GL_SCISSOR_TEST); | |
158 gl->Disable(GL_BLEND); | |
159 gl->Disable(GL_POLYGON_OFFSET_FILL); | |
160 gl->Clear(GL_COLOR_BUFFER_BIT); | |
161 //gl->Viewport(0, 0, 2048, 1024); | |
162 | |
163 // TODO(bajones): Figure out why this need to be restored. | |
164 GLint oldBuffer = 0; | |
165 gl->GetIntegerv(GL_ARRAY_BUFFER_BINDING, &oldBuffer); | |
bajones
2017/03/01 18:43:50
Remove. See above comment.
klausw
2017/03/07 02:55:54
Done.
| |
166 | |
167 gl->UseProgram(m_programHandle); | |
168 | |
169 // Bind vertex attributes | |
170 gl->BindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer); | |
171 | |
172 gl->EnableVertexAttribArray(m_positionHandle); | |
173 gl->EnableVertexAttribArray(m_texCoordHandle); | |
174 | |
175 gl->VertexAttribPointer(m_positionHandle, POSITION_ELEMENTS, GL_FLOAT, false, | |
176 VERTEX_STRIDE, VOID_OFFSET(POSITION_OFFSET)); | |
177 gl->VertexAttribPointer(m_texCoordHandle, TEXCOORD_ELEMENTS, GL_FLOAT, false, | |
178 VERTEX_STRIDE, VOID_OFFSET(TEXCOORD_OFFSET)); | |
179 | |
180 // Bind texture. Ideally this should be a 1:1 pixel copy. (Or even more | |
181 // ideally, a zero copy reuse of the texture.) For now, we're using an | |
182 // undersized render target for WebVR, so GL_LINEAR makes it look slightly | |
183 // less chunky. TODO(klausw): change this to GL_NEAREST once we're doing | |
184 // a 1:1 copy since that should be more efficient. | |
185 gl->ActiveTexture(GL_TEXTURE0); | |
186 gl->BindTexture(GL_TEXTURE_2D, textureHandle); | |
187 gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
188 gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
189 gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
190 gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
191 gl->Uniform1i(m_texUniformHandle, 0); | |
192 | |
193 gl->DrawArrays(GL_TRIANGLE_FAN, 0, 4); | |
194 | |
195 gl->DisableVertexAttribArray(m_positionHandle); | |
196 gl->DisableVertexAttribArray(m_texCoordHandle); | |
197 | |
198 gl->BindBuffer(GL_ARRAY_BUFFER, oldBuffer); | |
bajones
2017/03/01 18:43:50
Remove. See above comment.
klausw
2017/03/02 08:16:13
Done.
| |
199 } | |
200 | |
201 } // namespace blink | |
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