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Unified Diff: chrome/browser/android/vr_shell/vr_shell_gpu_renderer.cc

Issue 2729523002: Re-land^2 WebVR compositor bypass via BrowserMain context + mailbox (Closed)
Patch Set: Created 3 years, 10 months ago
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Index: chrome/browser/android/vr_shell/vr_shell_gpu_renderer.cc
diff --git a/chrome/browser/android/vr_shell/vr_shell_gpu_renderer.cc b/chrome/browser/android/vr_shell/vr_shell_gpu_renderer.cc
new file mode 100644
index 0000000000000000000000000000000000000000..f4fe02119984276acc6aaf131d1d83b3f53cb8ff
--- /dev/null
+++ b/chrome/browser/android/vr_shell/vr_shell_gpu_renderer.cc
@@ -0,0 +1,201 @@
+// Copyright 2017 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 "chrome/browser/android/vr_shell/vr_shell_gpu_renderer.h"
+
+#include "base/logging.h"
+
+#include <string>
+
+#define VOID_OFFSET(x) reinterpret_cast<void*>(x)
+#define SHADER(Src) #Src
+
+namespace vr_shell {
+
+namespace {
+
+const char* kQuadCopyVertex =
+ SHADER(attribute vec4 a_Position;
+ attribute vec2 a_TexCoordinate;
+ varying vec2 v_TexCoordinate;
+ void main() {
+ v_TexCoordinate = a_TexCoordinate;
+ gl_Position = a_Position;
+ });
+
+const char* kQuadCopyFragment = SHADER(
+ precision highp float;
+ uniform sampler2D u_Texture;
+ varying vec2 v_TexCoordinate;
+ void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); });
+
+GLuint CompileShader(gpu::gles2::GLES2Interface* gl,
+ GLenum shaderType,
+ const GLchar* shaderSource,
+ std::string& error) {
+ GLuint shaderHandle = gl->CreateShader(shaderType);
+ if (shaderHandle != 0) {
+ // Pass in the shader source.
+ int len = strlen(shaderSource);
+ gl->ShaderSource(shaderHandle, 1, &shaderSource, &len);
+ // Compile the shader.
+ gl->CompileShader(shaderHandle);
+ // Get the compilation status.
+ GLint status = 0;
+ gl->GetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);
+ if (status == GL_FALSE) {
+ GLint infoLogLength = 0;
+ gl->GetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &infoLogLength);
+ GLchar* strInfoLog = new GLchar[infoLogLength + 1];
+ gl->GetShaderInfoLog(shaderHandle, infoLogLength, nullptr, strInfoLog);
+ error = "Error compiling shader: ";
+ error += strInfoLog;
+ delete[] strInfoLog;
+ gl->DeleteShader(shaderHandle);
+ shaderHandle = 0;
+ }
+ }
+
+ return shaderHandle;
+}
+
+GLuint CreateAndLinkProgram(gpu::gles2::GLES2Interface* gl,
+ GLuint vertextShaderHandle,
+ GLuint fragmentShaderHandle,
+ std::string& error) {
+ GLuint programHandle = gl->CreateProgram();
+
+ if (programHandle != 0) {
+ // Bind the vertex shader to the program.
+ gl->AttachShader(programHandle, vertextShaderHandle);
+
+ // Bind the fragment shader to the program.
+ gl->AttachShader(programHandle, fragmentShaderHandle);
+
+ // Link the two shaders together into a program.
+ gl->LinkProgram(programHandle);
+
+ // Get the link status.
+ GLint linkStatus = 0;
+ gl->GetProgramiv(programHandle, GL_LINK_STATUS, &linkStatus);
+
+ // If the link failed, delete the program.
+ if (linkStatus == GL_FALSE) {
+ GLint infoLogLength;
+ gl->GetProgramiv(programHandle, GL_INFO_LOG_LENGTH, &infoLogLength);
+
+ GLchar* strInfoLog = new GLchar[infoLogLength + 1];
+ gl->GetProgramInfoLog(programHandle, infoLogLength, nullptr, strInfoLog);
+ error = "Error compiling program: ";
+ error += strInfoLog;
+ delete[] strInfoLog;
+ gl->DeleteProgram(programHandle);
+ programHandle = 0;
+ }
+ }
+
+ return programHandle;
+}
+
+static constexpr float kQuadVertices[16] = {
+ // x y u, v
+ -1.f, 1.f, 0.f, 1.f, -1.f, -1.f, 0.f, 0.f,
+ 1.f, -1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 1.f};
+static constexpr int kQuadVerticesSize = sizeof(float) * 16;
+
+} // namespace
+
+GpuRenderer::GpuRenderer(gpu::gles2::GLES2Interface* gl) {
+ std::string error;
+ GLuint vertexShaderHandle =
+ CompileShader(gl, GL_VERTEX_SHADER, kQuadCopyVertex, error);
+ CHECK(vertexShaderHandle) << error;
+
+ GLuint fragmentShaderHandle =
+ CompileShader(gl, GL_FRAGMENT_SHADER, kQuadCopyFragment, error);
+ CHECK(fragmentShaderHandle) << error;
+
+ m_programHandle =
+ CreateAndLinkProgram(gl, vertexShaderHandle, fragmentShaderHandle, error);
+ CHECK(m_programHandle) << error;
+
+ // Once the program is linked the shader objects are no longer needed
+ gl->DeleteShader(vertexShaderHandle);
+ gl->DeleteShader(fragmentShaderHandle);
+
+ m_positionHandle = gl->GetAttribLocation(m_programHandle, "a_Position");
+ m_texCoordHandle = gl->GetAttribLocation(m_programHandle, "a_TexCoordinate");
+ m_texUniformHandle = gl->GetUniformLocation(m_programHandle, "u_Texture");
+
+ // TODO(bajones): Figure out why this need to be restored.
+ 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.
+ gl->GetIntegerv(GL_ARRAY_BUFFER_BINDING, &oldBuffer);
+
+ m_vertexBuffer = 0;
+ gl->GenBuffers(1, &m_vertexBuffer);
+ gl->BindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer);
+ gl->BufferData(GL_ARRAY_BUFFER, kQuadVerticesSize, kQuadVertices,
+ GL_STATIC_DRAW);
+
+ 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.
+}
+
+GpuRenderer::~GpuRenderer() = default;
+
+void GpuRenderer::DrawQuad(gpu::gles2::GLES2Interface* gl,
+ GLuint textureHandle) {
+ static constexpr size_t VERTEX_STRIDE = sizeof(float) * 4;
+ static constexpr size_t POSITION_ELEMENTS = 2;
+ static constexpr size_t TEXCOORD_ELEMENTS = 2;
+ static constexpr size_t POSITION_OFFSET = 0;
+ static constexpr size_t TEXCOORD_OFFSET = sizeof(float) * 2;
+
+ gl->Disable(GL_CULL_FACE);
+ gl->DepthMask(GL_FALSE);
+ gl->Disable(GL_DEPTH_TEST);
+ gl->Disable(GL_SCISSOR_TEST);
+ gl->Disable(GL_BLEND);
+ gl->Disable(GL_POLYGON_OFFSET_FILL);
+ gl->Clear(GL_COLOR_BUFFER_BIT);
+ //gl->Viewport(0, 0, 2048, 1024);
+
+ // TODO(bajones): Figure out why this need to be restored.
+ GLint oldBuffer = 0;
+ 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.
+
+ gl->UseProgram(m_programHandle);
+
+ // Bind vertex attributes
+ gl->BindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer);
+
+ gl->EnableVertexAttribArray(m_positionHandle);
+ gl->EnableVertexAttribArray(m_texCoordHandle);
+
+ gl->VertexAttribPointer(m_positionHandle, POSITION_ELEMENTS, GL_FLOAT, false,
+ VERTEX_STRIDE, VOID_OFFSET(POSITION_OFFSET));
+ gl->VertexAttribPointer(m_texCoordHandle, TEXCOORD_ELEMENTS, GL_FLOAT, false,
+ VERTEX_STRIDE, VOID_OFFSET(TEXCOORD_OFFSET));
+
+ // Bind texture. Ideally this should be a 1:1 pixel copy. (Or even more
+ // ideally, a zero copy reuse of the texture.) For now, we're using an
+ // undersized render target for WebVR, so GL_LINEAR makes it look slightly
+ // less chunky. TODO(klausw): change this to GL_NEAREST once we're doing
+ // a 1:1 copy since that should be more efficient.
+ gl->ActiveTexture(GL_TEXTURE0);
+ gl->BindTexture(GL_TEXTURE_2D, textureHandle);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gl->Uniform1i(m_texUniformHandle, 0);
+
+ gl->DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ gl->DisableVertexAttribArray(m_positionHandle);
+ gl->DisableVertexAttribArray(m_texCoordHandle);
+
+ 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.
+}
+
+} // namespace blink

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