Index: chrome/browser/android/vr_shell/mailbox_to_surface_bridge.cc |
diff --git a/chrome/browser/android/vr_shell/mailbox_to_surface_bridge.cc b/chrome/browser/android/vr_shell/mailbox_to_surface_bridge.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..68048bf7ad1b863b59549e9270be20191bc8c14b |
--- /dev/null |
+++ b/chrome/browser/android/vr_shell/mailbox_to_surface_bridge.cc |
@@ -0,0 +1,323 @@ |
+// 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/mailbox_to_surface_bridge.h" |
+ |
+#include <string> |
+ |
+#include "base/logging.h" |
+#include "base/memory/ptr_util.h" |
+#include "content/public/browser/android/compositor.h" |
+#include "gpu/GLES2/gl2extchromium.h" |
+#include "gpu/command_buffer/client/gles2_interface.h" |
+#include "gpu/command_buffer/common/mailbox.h" |
+#include "gpu/command_buffer/common/mailbox_holder.h" |
+#include "gpu/command_buffer/common/sync_token.h" |
+#include "gpu/ipc/client/gpu_channel_host.h" |
+#include "gpu/ipc/common/gpu_surface_tracker.h" |
+#include "ui/gl/android/surface_texture.h" |
+ |
+#include <android/native_window_jni.h> |
+ |
+#define VOID_OFFSET(x) reinterpret_cast<void*>(x) |
+#define SHADER(Src) #Src |
+ |
+// TODO(klausw): move to static functions? |
+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); }); |
+ |
+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; |
+ |
+GLuint CompileShader(gpu::gles2::GLES2Interface* gl, |
mthiesse
2017/03/08 01:00:00
Move this into vr_gl_util.h/cc?
We could share co
klausw
2017/03/08 02:59:22
I'd strongly prefer to keep this independent since
|
+ 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); |
mthiesse
2017/03/08 01:00:01
nit: I know you're copying this from elsewhere, bu
klausw
2017/03/08 02:59:22
This code only gets executed if shader compilation
mthiesse
2017/03/08 04:15:42
This is good now. Generally we avoid unnecessary s
|
+ 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; |
+} |
+ |
+} // namespace |
+ |
+namespace vr_shell { |
+ |
+MailboxToSurfaceBridge::MailboxToSurfaceBridge() : weak_ptr_factory_(this) {} |
+ |
+MailboxToSurfaceBridge::~MailboxToSurfaceBridge() { |
+ if (surface_handle_) { |
+ // Unregister from the surface tracker to avoid a resource leak. |
+ gpu::GpuSurfaceTracker* tracker = gpu::GpuSurfaceTracker::Get(); |
+ tracker->UnregisterViewSurface(surface_handle_); |
+ } |
+} |
+ |
+void MailboxToSurfaceBridge::OnGpuChannelEstablished( |
+ scoped_refptr<gpu::GpuChannelHost> gpu_channel_host) { |
+ // Our attributes must be compatible with the shared offscreen |
mthiesse
2017/03/08 01:00:00
Add a comment to wherever the code lives that thes
klausw
2017/03/08 02:59:22
Done. I filed 699330 and also added an IsLowEndDev
|
+ // surface used by virtualized contexts, otherwise mailbox |
+ // synchronization doesn't work properly - it assumes a shared |
+ // underlying GL context. TODO(klausw): is there a more official |
+ // way to get default-compatible settings? |
+ gpu::gles2::ContextCreationAttribHelper attributes; |
+ attributes.alpha_size = -1; |
+ attributes.red_size = 8; |
+ attributes.green_size = 8; |
+ attributes.blue_size = 8; |
+ attributes.stencil_size = 0; |
+ attributes.depth_size = 0; |
+ attributes.samples = 0; |
+ attributes.sample_buffers = 0; |
+ attributes.bind_generates_resource = false; |
+ |
+ bool automatic_flushes = false; |
+ bool support_locking = false; |
+ constexpr ui::ContextProviderCommandBuffer* shared_context_provider = nullptr; |
+ context_provider_command_buffer_ = |
+ make_scoped_refptr(new ui::ContextProviderCommandBuffer( |
+ std::move(gpu_channel_host), gpu::GPU_STREAM_DEFAULT, |
+ gpu::GpuStreamPriority::NORMAL, surface_handle_, |
+ GURL("chrome://gpu/WebVRContextFactory"), automatic_flushes, |
+ support_locking, gpu::SharedMemoryLimits::ForMailboxContext(), |
+ attributes, shared_context_provider, |
+ ui::command_buffer_metrics::CONTEXT_TYPE_UNKNOWN)); |
+ |
+ if (!context_provider_command_buffer_->BindToCurrentThread()) { |
+ LOG(ERROR) << __FUNCTION__ << ";;; failed to init ContextProvider"; |
mthiesse
2017/03/08 01:00:00
Remove this? (Or DLOG)
klausw
2017/03/08 02:59:22
Changed to DLOG
|
+ return; |
+ } |
+ |
+ gl_ = context_provider_command_buffer_->ContextGL(); |
+ |
+ InitializeRenderer(); |
+} |
+ |
+std::unique_ptr<gl::ScopedJavaSurface> MailboxToSurfaceBridge::CreateSurface( |
+ scoped_refptr<gl::SurfaceTexture> surface_texture) { |
+ ANativeWindow* window = surface_texture->CreateSurface(); |
+ gpu::GpuSurfaceTracker* tracker = gpu::GpuSurfaceTracker::Get(); |
+ ANativeWindow_acquire(window); |
+ // Skip ANativeWindow_setBuffersGeometry, the default size appears to work. |
+ surface_handle_ = tracker->AddSurfaceForNativeWidget(window); |
+ |
+ auto surface = base::MakeUnique<gl::ScopedJavaSurface>(surface_texture.get()); |
+ tracker->RegisterViewSurface(surface_handle_, surface->j_surface().obj()); |
+ // Unregistering happens in the destructor. |
+ ANativeWindow_release(window); |
+ |
+ gpu::GpuChannelEstablishFactory* factory = |
+ content::Compositor::GetGpuChannelFactory(); |
+ |
+ factory->EstablishGpuChannel( |
+ base::Bind(&MailboxToSurfaceBridge::OnGpuChannelEstablished, |
+ weak_ptr_factory_.GetWeakPtr())); |
+ |
+ return surface; |
+} |
+ |
+void MailboxToSurfaceBridge::ResizeSurface(int width, int height) { |
+ if (!gl_) { |
+ LOG(ERROR) << "Cannot resize, not initialized"; |
+ return; |
+ } |
+ gl_->ResizeCHROMIUM(width, height, 1.f, false); |
+ gl_->Viewport(0, 0, width, height); |
+} |
+ |
+bool MailboxToSurfaceBridge::CopyFrameToSurface( |
mthiesse
2017/03/08 01:00:01
nit: This function is somewhat confusing. Maybe sp
klausw
2017/03/08 02:59:22
I've created a separate ConsumeMailbox function, s
|
+ int frame_index, |
+ const gpu::MailboxHolder& mailbox, |
+ bool discard) { |
+ TRACE_EVENT1("gpu", "MailboxToSurfaceBridge::CopyFrameToSurface", "frame", |
+ frame_index); |
+ if (!gl_) { |
+ // We may not have a context yet, i.e. due to surface initialization |
+ // being incomplete. This is not an error, but we obviously can't draw |
+ // yet. |
+ return false; |
+ } |
+ |
+ { |
+ TRACE_EVENT0("gpu", "MailboxToSurfaceBridge::WaitSyncToken"); |
+ gl_->WaitSyncTokenCHROMIUM(mailbox.sync_token.GetConstData()); |
+ } |
+ |
+ GLuint vrSourceTexture = |
+ gl_->CreateAndConsumeTextureCHROMIUM(GL_TEXTURE_2D, mailbox.mailbox.name); |
+ |
+ if (discard) { |
+ // We've consumed the texture, but the caller requested that we |
+ // don't draw it because the previous one hasn't been consumed |
+ // yet. (Swapping twice on a Surfacewithout consuming one in |
mthiesse
2017/03/08 01:00:00
nit: s/Surfacewithout/Surface without/
klausw
2017/03/08 02:59:22
Done.
|
+ // between from the SurfaceTexture can lose frames.) This should |
+ // be rare, it's a waste of resources and can cause jerky |
+ // animation due to the lost frames. |
+ return false; |
+ } else { |
+ DrawQuad(vrSourceTexture); |
+ gl_->SwapBuffers(); |
+ return true; |
+ } |
+} |
+ |
+void MailboxToSurfaceBridge::InitializeRenderer() { |
+ 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; |
+ |
+ GLuint programHandle = CreateAndLinkProgram(gl_, vertexShaderHandle, |
+ fragmentShaderHandle, error); |
+ CHECK(programHandle) << error; |
+ |
+ // Once the program is linked the shader objects are no longer needed |
+ gl_->DeleteShader(vertexShaderHandle); |
+ gl_->DeleteShader(fragmentShaderHandle); |
+ |
+ GLuint positionHandle = gl_->GetAttribLocation(programHandle, "a_Position"); |
+ GLuint texCoordHandle = |
+ gl_->GetAttribLocation(programHandle, "a_TexCoordinate"); |
+ GLuint texUniformHandle = gl_->GetUniformLocation(programHandle, "u_Texture"); |
+ |
+ GLuint vertexBuffer = 0; |
+ gl_->GenBuffers(1, &vertexBuffer); |
+ gl_->BindBuffer(GL_ARRAY_BUFFER, vertexBuffer); |
+ gl_->BufferData(GL_ARRAY_BUFFER, kQuadVerticesSize, kQuadVertices, |
+ GL_STATIC_DRAW); |
+ |
+ // Set state once only, we assume that nobody else modifies GL state in a way |
+ // that would interfere with our operations. |
+ 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); |
+ |
+ // Not using gl_->Viewport, we assume that it defaults to the whole |
+ // surface and gets updated by ResizeSurface externally as |
+ // appropriate. |
+ |
+ gl_->UseProgram(programHandle); |
+ |
+ // Bind vertex attributes |
+ gl_->BindBuffer(GL_ARRAY_BUFFER, vertexBuffer); |
+ |
+ gl_->EnableVertexAttribArray(positionHandle); |
+ gl_->EnableVertexAttribArray(texCoordHandle); |
+ |
+ 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_->VertexAttribPointer(positionHandle, POSITION_ELEMENTS, GL_FLOAT, false, |
+ VERTEX_STRIDE, VOID_OFFSET(POSITION_OFFSET)); |
+ gl_->VertexAttribPointer(texCoordHandle, TEXCOORD_ELEMENTS, GL_FLOAT, false, |
+ VERTEX_STRIDE, VOID_OFFSET(TEXCOORD_OFFSET)); |
+ |
+ gl_->ActiveTexture(GL_TEXTURE0); |
+ gl_->Uniform1i(texUniformHandle, 0); |
+} |
+ |
+void MailboxToSurfaceBridge::DrawQuad(unsigned int textureHandle) { |
+ // No need to clear since we're redrawing on top of the entire |
+ // viewport, but let the GPU know we don't need the old content |
+ // anymore. |
+ GLenum discards[] = {GL_COLOR_EXT}; |
+ gl_->DiscardFramebufferEXT(GL_FRAMEBUFFER, arraysize(discards), discards); |
+ |
+ // Configure texture. This is a 1:1 pixel copy since the surface |
+ // size is resized to match the source canvas, so we can use |
+ // GL_NEAREST. |
+ 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_NEAREST); |
+ gl_->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
+ gl_->DrawArrays(GL_TRIANGLE_FAN, 0, 4); |
+ |
+ gl_->Flush(); |
+} |
+ |
+} // namespace vr_shell |