| 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..0beb92e7635f7591e5c16146d99ab5f702f0e8ec
|
| --- /dev/null
|
| +++ b/chrome/browser/android/vr_shell/vr_shell_gpu_renderer.cc
|
| @@ -0,0 +1,194 @@
|
| +// 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 <string>
|
| +
|
| +#include "base/logging.h"
|
| +
|
| +#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,
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| + GLuint vertextShaderHandle,
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| + GLuint fragmentShaderHandle,
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| + 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);
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| +
|
| + m_positionHandle = gl->GetAttribLocation(m_programHandle, "a_Position");
|
| + m_texCoordHandle = gl->GetAttribLocation(m_programHandle, "a_TexCoordinate");
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| + m_texUniformHandle = gl->GetUniformLocation(m_programHandle, "u_Texture");
|
| +
|
| + m_vertexBuffer = 0;
|
| + gl->GenBuffers(1, &m_vertexBuffer);
|
| + gl->BindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer);
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| + gl->BufferData(GL_ARRAY_BUFFER, kQuadVerticesSize, kQuadVertices,
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| + 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(m_programHandle);
|
| +
|
| + // Bind vertex attributes
|
| + gl->BindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer);
|
| +
|
| + gl->EnableVertexAttribArray(m_positionHandle);
|
| + gl->EnableVertexAttribArray(m_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(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));
|
| +
|
| + // 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->ActiveTexture(GL_TEXTURE0);
|
| + 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->Uniform1i(m_texUniformHandle, 0);
|
| +}
|
| +
|
| +GpuRenderer::~GpuRenderer() = default;
|
| +
|
| +void GpuRenderer::DrawQuad(gpu::gles2::GLES2Interface* gl,
|
| + GLuint 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_ATTACHMENT0};
|
| + gl->DiscardFramebufferEXT(GL_FRAMEBUFFER, arraysize(discards), discards);
|
| +
|
| + gl->BindTexture(GL_TEXTURE_2D, textureHandle);
|
| + gl->DrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
| +
|
| + gl->Flush();
|
| +}
|
| +
|
| +} // namespace vr_shell
|
|
|