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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 <string> | |
8 | |
9 #include "base/logging.h" | |
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; attribute vec2 a_TexCoordinate; | |
20 varying vec2 v_TexCoordinate; | |
21 void main() { | |
22 v_TexCoordinate = a_TexCoordinate; | |
23 gl_Position = a_Position; | |
24 }); | |
25 | |
26 const char* kQuadCopyFragment = SHADER( | |
27 precision highp float; uniform sampler2D u_Texture; | |
28 varying vec2 v_TexCoordinate; | |
29 void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); }); | |
30 | |
31 GLuint CompileShader(gpu::gles2::GLES2Interface* gl, | |
32 GLenum shaderType, | |
33 const GLchar* shaderSource, | |
34 std::string& error) { | |
35 GLuint shaderHandle = gl->CreateShader(shaderType); | |
36 if (shaderHandle != 0) { | |
37 // Pass in the shader source. | |
38 int len = strlen(shaderSource); | |
39 gl->ShaderSource(shaderHandle, 1, &shaderSource, &len); | |
40 // Compile the shader. | |
41 gl->CompileShader(shaderHandle); | |
42 // Get the compilation status. | |
43 GLint status = 0; | |
44 gl->GetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status); | |
45 if (status == GL_FALSE) { | |
46 GLint infoLogLength = 0; | |
47 gl->GetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &infoLogLength); | |
48 GLchar* strInfoLog = new GLchar[infoLogLength + 1]; | |
49 gl->GetShaderInfoLog(shaderHandle, infoLogLength, nullptr, strInfoLog); | |
50 error = "Error compiling shader: "; | |
51 error += strInfoLog; | |
52 delete[] strInfoLog; | |
53 gl->DeleteShader(shaderHandle); | |
54 shaderHandle = 0; | |
55 } | |
56 } | |
57 | |
58 return shaderHandle; | |
59 } | |
60 | |
61 GLuint CreateAndLinkProgram(gpu::gles2::GLES2Interface* gl, | |
62 GLuint vertextShaderHandle, | |
63 GLuint fragmentShaderHandle, | |
64 std::string& error) { | |
65 GLuint programHandle = gl->CreateProgram(); | |
66 | |
67 if (programHandle != 0) { | |
68 // Bind the vertex shader to the program. | |
69 gl->AttachShader(programHandle, vertextShaderHandle); | |
70 | |
71 // Bind the fragment shader to the program. | |
72 gl->AttachShader(programHandle, fragmentShaderHandle); | |
73 | |
74 // Link the two shaders together into a program. | |
75 gl->LinkProgram(programHandle); | |
76 | |
77 // Get the link status. | |
78 GLint linkStatus = 0; | |
79 gl->GetProgramiv(programHandle, GL_LINK_STATUS, &linkStatus); | |
80 | |
81 // If the link failed, delete the program. | |
82 if (linkStatus == GL_FALSE) { | |
83 GLint infoLogLength; | |
84 gl->GetProgramiv(programHandle, GL_INFO_LOG_LENGTH, &infoLogLength); | |
85 | |
86 GLchar* strInfoLog = new GLchar[infoLogLength + 1]; | |
87 gl->GetProgramInfoLog(programHandle, infoLogLength, nullptr, strInfoLog); | |
88 error = "Error compiling program: "; | |
89 error += strInfoLog; | |
90 delete[] strInfoLog; | |
91 gl->DeleteProgram(programHandle); | |
92 programHandle = 0; | |
93 } | |
94 } | |
95 | |
96 return programHandle; | |
97 } | |
98 | |
99 static constexpr float kQuadVertices[16] = { | |
100 // x y u, v | |
101 -1.f, 1.f, 0.f, 1.f, -1.f, -1.f, 0.f, 0.f, | |
102 1.f, -1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 1.f}; | |
103 static constexpr int kQuadVerticesSize = sizeof(float) * 16; | |
104 | |
105 } // namespace | |
106 | |
107 GpuRenderer::GpuRenderer(gpu::gles2::GLES2Interface* gl) { | |
108 std::string error; | |
109 GLuint vertexShaderHandle = | |
110 CompileShader(gl, GL_VERTEX_SHADER, kQuadCopyVertex, error); | |
111 CHECK(vertexShaderHandle) << error; | |
112 | |
113 GLuint fragmentShaderHandle = | |
114 CompileShader(gl, GL_FRAGMENT_SHADER, kQuadCopyFragment, error); | |
115 CHECK(fragmentShaderHandle) << error; | |
116 | |
117 m_programHandle = | |
118 CreateAndLinkProgram(gl, vertexShaderHandle, fragmentShaderHandle, error); | |
119 CHECK(m_programHandle) << error; | |
120 | |
121 // Once the program is linked the shader objects are no longer needed | |
122 gl->DeleteShader(vertexShaderHandle); | |
123 gl->DeleteShader(fragmentShaderHandle); | |
124 | |
125 m_positionHandle = gl->GetAttribLocation(m_programHandle, "a_Position"); | |
126 m_texCoordHandle = gl->GetAttribLocation(m_programHandle, "a_TexCoordinate"); | |
127 m_texUniformHandle = gl->GetUniformLocation(m_programHandle, "u_Texture"); | |
128 | |
129 m_vertexBuffer = 0; | |
130 gl->GenBuffers(1, &m_vertexBuffer); | |
131 gl->BindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer); | |
132 gl->BufferData(GL_ARRAY_BUFFER, kQuadVerticesSize, kQuadVertices, | |
133 GL_STATIC_DRAW); | |
134 | |
135 // Set state once only, we assume that nobody else modifies GL state in a way | |
136 // that would interfere with our operations. | |
137 gl->Disable(GL_CULL_FACE); | |
138 gl->DepthMask(GL_FALSE); | |
139 gl->Disable(GL_DEPTH_TEST); | |
140 gl->Disable(GL_SCISSOR_TEST); | |
141 gl->Disable(GL_BLEND); | |
142 gl->Disable(GL_POLYGON_OFFSET_FILL); | |
143 | |
144 // Not using gl->Viewport, we assume that it defaults to the whole | |
145 // surface and gets updated by ResizeSurface externally as | |
146 // appropriate. | |
147 | |
148 gl->UseProgram(m_programHandle); | |
149 | |
150 // Bind vertex attributes | |
151 gl->BindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer); | |
152 | |
153 gl->EnableVertexAttribArray(m_positionHandle); | |
154 gl->EnableVertexAttribArray(m_texCoordHandle); | |
155 | |
156 static constexpr size_t VERTEX_STRIDE = sizeof(float) * 4; | |
157 static constexpr size_t POSITION_ELEMENTS = 2; | |
158 static constexpr size_t TEXCOORD_ELEMENTS = 2; | |
159 static constexpr size_t POSITION_OFFSET = 0; | |
160 static constexpr size_t TEXCOORD_OFFSET = sizeof(float) * 2; | |
161 | |
162 gl->VertexAttribPointer(m_positionHandle, POSITION_ELEMENTS, GL_FLOAT, false, | |
163 VERTEX_STRIDE, VOID_OFFSET(POSITION_OFFSET)); | |
164 gl->VertexAttribPointer(m_texCoordHandle, TEXCOORD_ELEMENTS, GL_FLOAT, false, | |
165 VERTEX_STRIDE, VOID_OFFSET(TEXCOORD_OFFSET)); | |
166 | |
167 // Configure texture. This is a 1:1 pixel copy since the surface | |
168 // size is resized to match the source canvas, so we can use | |
169 // GL_NEAREST. | |
170 gl->ActiveTexture(GL_TEXTURE0); | |
171 gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
172 gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
173 gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
174 gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
175 gl->Uniform1i(m_texUniformHandle, 0); | |
176 } | |
177 | |
178 GpuRenderer::~GpuRenderer() = default; | |
179 | |
180 void GpuRenderer::DrawQuad(gpu::gles2::GLES2Interface* gl, | |
181 GLuint textureHandle) { | |
182 // Clearing shouldn't be necessary since we're redrawing on top | |
183 // of the entire viewport, but allegedly it's friendlier for tiling | |
184 // GPUs. TODO(klausw): compare performance with and without it? | |
bajones
2017/03/07 00:48:07
Nit: discardFramebufferEXT is the "right" thing to
klausw
2017/03/07 02:55:55
Done, though simplified to just use GL_COLOR_ATTAC
| |
185 gl->Clear(GL_COLOR_BUFFER_BIT); | |
186 | |
187 gl->BindTexture(GL_TEXTURE_2D, textureHandle); | |
188 gl->DrawArrays(GL_TRIANGLE_FAN, 0, 4); | |
189 | |
190 gl->Flush(); | |
191 } | |
192 | |
193 } // namespace vr_shell | |
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