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1 // Copyright 2014 The Chromium Authors. All rights reserved. | 1 // Copyright 2014 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "gpu/command_buffer/service/gles2_cmd_clear_framebuffer.h" | 5 #include "gpu/command_buffer/service/gles2_cmd_clear_framebuffer.h" |
6 | 6 |
7 #include <string> | |
8 | |
9 #include "base/containers/hash_tables.h" | |
Zhenyao Mo
2017/03/28 20:50:48
nit: this is already included in the .h file.
| |
7 #include "gpu/command_buffer/service/gl_utils.h" | 10 #include "gpu/command_buffer/service/gl_utils.h" |
8 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" | 11 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
12 #include "gpu/command_buffer/service/shader_translator.h" | |
9 #include "ui/gfx/geometry/size.h" | 13 #include "ui/gfx/geometry/size.h" |
14 #include "ui/gl/gl_version_info.h" | |
10 | 15 |
11 namespace { | 16 namespace { |
12 | 17 |
13 #define SHADER(src) \ | 18 #define SHADER(src) \ |
14 "#ifdef GL_ES\n" \ | 19 "#ifdef GL_ES\n" \ |
15 "precision mediump float;\n" \ | 20 "precision mediump float;\n" \ |
16 "#endif\n" #src | 21 "#endif\n" #src |
17 | 22 |
18 const char* g_vertex_shader_source = { | 23 const char* g_vertex_shader_source = { |
19 SHADER( | 24 SHADER( |
(...skipping 30 matching lines...) Expand all Loading... | |
50 } | 55 } |
51 #endif | 56 #endif |
52 } | 57 } |
53 | 58 |
54 } // namespace | 59 } // namespace |
55 | 60 |
56 namespace gpu { | 61 namespace gpu { |
57 namespace gles2 { | 62 namespace gles2 { |
58 | 63 |
59 ClearFramebufferResourceManager::ClearFramebufferResourceManager( | 64 ClearFramebufferResourceManager::ClearFramebufferResourceManager( |
60 const gles2::GLES2Decoder* decoder) | 65 const gles2::GLES2Decoder* decoder, |
61 : initialized_(false), program_(0u), buffer_id_(0u) { | 66 const gl::GLVersionInfo& gl_version_info) |
67 : initialized_(false), | |
68 is_desktop_core_profile_(gl_version_info.is_desktop_core_profile), | |
69 program_(0u), | |
70 vao_(0u), | |
71 buffer_id_(0u) { | |
62 Initialize(decoder); | 72 Initialize(decoder); |
63 } | 73 } |
64 | 74 |
65 ClearFramebufferResourceManager::~ClearFramebufferResourceManager() { | 75 ClearFramebufferResourceManager::~ClearFramebufferResourceManager() { |
66 Destroy(); | 76 Destroy(); |
67 DCHECK(!buffer_id_); | 77 DCHECK(!buffer_id_); |
68 } | 78 } |
69 | 79 |
70 void ClearFramebufferResourceManager::Initialize( | 80 void ClearFramebufferResourceManager::Initialize( |
71 const gles2::GLES2Decoder* decoder) { | 81 const gles2::GLES2Decoder* decoder) { |
82 name_map_["a_position"] = "a_position"; | |
83 name_map_["u_clear_depth"] = "u_clear_depth"; | |
84 name_map_["u_clear_color"] = "u_clear_color"; | |
85 | |
72 static_assert( | 86 static_assert( |
73 kVertexPositionAttrib == 0u, | 87 kVertexPositionAttrib == 0u, |
74 "kVertexPositionAttrib must be 0"); | 88 "kVertexPositionAttrib must be 0"); |
75 DCHECK(!buffer_id_); | 89 DCHECK(!buffer_id_); |
76 | 90 |
77 glGenBuffersARB(1, &buffer_id_); | 91 glGenBuffersARB(1, &buffer_id_); |
78 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); | 92 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); |
79 const GLfloat kQuadVertices[] = {-1.0f, -1.0f, | 93 const GLfloat kQuadVertices[] = {-1.0f, -1.0f, |
80 1.0f, -1.0f, | 94 1.0f, -1.0f, |
81 1.0f, 1.0f, | 95 1.0f, 1.0f, |
82 -1.0f, 1.0f}; | 96 -1.0f, 1.0f}; |
83 glBufferData( | 97 glBufferData( |
84 GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW); | 98 GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW); |
99 | |
100 if (is_desktop_core_profile_) { | |
101 glGenVertexArraysOES(1, &vao_); | |
102 glBindVertexArrayOES(vao_); | |
103 glEnableVertexAttribArray(kVertexPositionAttrib); | |
104 glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); | |
105 decoder->RestoreAllAttributes(); | |
106 } | |
85 decoder->RestoreBufferBindings(); | 107 decoder->RestoreBufferBindings(); |
86 initialized_ = true; | 108 initialized_ = true; |
87 } | 109 } |
88 | 110 |
111 void ClearFramebufferResourceManager::InitShader(const GLES2Decoder* decoder, | |
112 GLenum type) { | |
113 std::string source_string(type == GL_VERTEX_SHADER | |
114 ? g_vertex_shader_source | |
115 : g_fragment_shader_source); | |
116 std::string& translated_string(type == GL_VERTEX_SHADER | |
117 ? vertex_shader_source_ | |
118 : fragment_shader_source_); | |
119 if (is_desktop_core_profile_) { | |
120 scoped_refptr<ShaderTranslatorInterface> translator = | |
121 decoder->GetTranslator(type); | |
122 int shader_version = 0; | |
123 NameMap map; | |
124 translator->Translate(source_string, NULL, &translated_string, | |
125 &shader_version, 0, 0, 0, 0, 0, &map); | |
126 for (const auto& pair : map) { | |
127 name_map_[pair.second] = pair.first; | |
128 } | |
129 } else { | |
130 translated_string = std::string(source_string); | |
131 } | |
132 } | |
133 | |
89 void ClearFramebufferResourceManager::Destroy() { | 134 void ClearFramebufferResourceManager::Destroy() { |
90 if (!initialized_) | 135 if (!initialized_) |
91 return; | 136 return; |
92 | 137 |
93 glDeleteProgram(program_); | 138 glDeleteProgram(program_); |
139 if (vao_ != 0) { | |
140 glDeleteVertexArraysOES(1, &vao_); | |
141 vao_ = 0; | |
142 } | |
94 glDeleteBuffersARB(1, &buffer_id_); | 143 glDeleteBuffersARB(1, &buffer_id_); |
95 buffer_id_ = 0; | 144 buffer_id_ = 0; |
96 } | 145 } |
97 | 146 |
98 void ClearFramebufferResourceManager::ClearFramebuffer( | 147 void ClearFramebufferResourceManager::ClearFramebuffer( |
99 const gles2::GLES2Decoder* decoder, | 148 const gles2::GLES2Decoder* decoder, |
100 const gfx::Size& framebuffer_size, | 149 const gfx::Size& framebuffer_size, |
101 GLbitfield mask, | 150 GLbitfield mask, |
102 GLfloat clear_color_red, | 151 GLfloat clear_color_red, |
103 GLfloat clear_color_green, | 152 GLfloat clear_color_green, |
104 GLfloat clear_color_blue, | 153 GLfloat clear_color_blue, |
105 GLfloat clear_color_alpha, | 154 GLfloat clear_color_alpha, |
106 GLfloat clear_depth_value, | 155 GLfloat clear_depth_value, |
107 GLint clear_stencil_value) { | 156 GLint clear_stencil_value) { |
108 if (!initialized_) { | 157 if (!initialized_) { |
109 DLOG(ERROR) << "Uninitialized manager."; | 158 DLOG(ERROR) << "Uninitialized manager."; |
110 return; | 159 return; |
111 } | 160 } |
112 | 161 |
113 if (!program_) { | 162 if (!program_) { |
114 program_ = glCreateProgram(); | 163 program_ = glCreateProgram(); |
164 InitShader(decoder, GL_VERTEX_SHADER); | |
115 GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); | 165 GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); |
116 CompileShader(vertex_shader, g_vertex_shader_source); | 166 CompileShader(vertex_shader, vertex_shader_source_.c_str()); |
117 glAttachShader(program_, vertex_shader); | 167 glAttachShader(program_, vertex_shader); |
168 InitShader(decoder, GL_FRAGMENT_SHADER); | |
118 GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | 169 GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); |
119 CompileShader(fragment_shader, g_fragment_shader_source); | 170 CompileShader(fragment_shader, fragment_shader_source_.c_str()); |
120 glAttachShader(program_, fragment_shader); | 171 glAttachShader(program_, fragment_shader); |
121 glBindAttribLocation(program_, kVertexPositionAttrib, "a_position"); | 172 glBindAttribLocation(program_, kVertexPositionAttrib, |
173 name_map_["a_position"].c_str()); | |
122 glLinkProgram(program_); | 174 glLinkProgram(program_); |
123 #if DCHECK_IS_ON() | 175 #if DCHECK_IS_ON() |
124 GLint linked = GL_FALSE; | 176 GLint linked = GL_FALSE; |
125 glGetProgramiv(program_, GL_LINK_STATUS, &linked); | 177 glGetProgramiv(program_, GL_LINK_STATUS, &linked); |
126 if (GL_TRUE != linked) | 178 if (GL_TRUE != linked) |
127 DLOG(ERROR) << "Program link failure."; | 179 DLOG(ERROR) << "Program link failure."; |
128 #endif | 180 #endif |
129 depth_handle_ = glGetUniformLocation(program_, "u_clear_depth"); | 181 depth_handle_ = |
130 color_handle_ = glGetUniformLocation(program_, "u_clear_color"); | 182 glGetUniformLocation(program_, name_map_["u_clear_depth"].c_str()); |
183 color_handle_ = | |
184 glGetUniformLocation(program_, name_map_["u_clear_color"].c_str()); | |
Zhenyao Mo
2017/03/28 20:50:48
nit: can you DCHECK that depth_handle_ != -1 and c
| |
131 glDeleteShader(fragment_shader); | 185 glDeleteShader(fragment_shader); |
132 glDeleteShader(vertex_shader); | 186 glDeleteShader(vertex_shader); |
133 } | 187 } |
134 glUseProgram(program_); | 188 glUseProgram(program_); |
135 | 189 |
136 #if DCHECK_IS_ON() | 190 #if DCHECK_IS_ON() |
137 glValidateProgram(program_); | 191 glValidateProgram(program_); |
138 GLint validation_status = GL_FALSE; | 192 GLint validation_status = GL_FALSE; |
139 glGetProgramiv(program_, GL_VALIDATE_STATUS, &validation_status); | 193 glGetProgramiv(program_, GL_VALIDATE_STATUS, &validation_status); |
140 if (GL_TRUE != validation_status) | 194 if (GL_TRUE != validation_status) |
141 DLOG(ERROR) << "Invalid shader."; | 195 DLOG(ERROR) << "Invalid shader."; |
142 #endif | 196 #endif |
143 | 197 |
144 decoder->ClearAllAttributes(); | 198 if (vao_) { |
145 glEnableVertexAttribArray(kVertexPositionAttrib); | 199 glBindVertexArrayOES(vao_); |
200 } else { | |
201 decoder->ClearAllAttributes(); | |
202 glEnableVertexAttribArray(kVertexPositionAttrib); | |
146 | 203 |
147 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); | 204 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); |
148 glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); | 205 glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); |
206 } | |
149 | 207 |
150 glUniform1f(depth_handle_, clear_depth_value); | 208 glUniform1f(depth_handle_, clear_depth_value); |
151 glUniform4f(color_handle_, clear_color_red, clear_color_green, | 209 glUniform4f(color_handle_, clear_color_red, clear_color_green, |
152 clear_color_blue, clear_color_alpha); | 210 clear_color_blue, clear_color_alpha); |
153 | 211 |
154 if (!(mask & GL_COLOR_BUFFER_BIT)) { | 212 if (!(mask & GL_COLOR_BUFFER_BIT)) { |
155 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); | 213 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
156 } | 214 } |
157 | 215 |
158 if (mask & GL_DEPTH_BUFFER_BIT) { | 216 if (mask & GL_DEPTH_BUFFER_BIT) { |
(...skipping 14 matching lines...) Expand all Loading... | |
173 glStencilMask(0); | 231 glStencilMask(0); |
174 } | 232 } |
175 | 233 |
176 glDisable(GL_CULL_FACE); | 234 glDisable(GL_CULL_FACE); |
177 glDisable(GL_BLEND); | 235 glDisable(GL_BLEND); |
178 glDisable(GL_POLYGON_OFFSET_FILL); | 236 glDisable(GL_POLYGON_OFFSET_FILL); |
179 | 237 |
180 glViewport(0, 0, framebuffer_size.width(), framebuffer_size.height()); | 238 glViewport(0, 0, framebuffer_size.width(), framebuffer_size.height()); |
181 glDrawArrays(GL_TRIANGLE_FAN, 0, 4); | 239 glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
182 | 240 |
241 if (vao_ == 0) { | |
242 decoder->RestoreBufferBindings(); | |
243 } | |
183 decoder->RestoreAllAttributes(); | 244 decoder->RestoreAllAttributes(); |
184 decoder->RestoreProgramBindings(); | 245 decoder->RestoreProgramBindings(); |
185 decoder->RestoreBufferBindings(); | |
186 decoder->RestoreGlobalState(); | 246 decoder->RestoreGlobalState(); |
187 } | 247 } |
188 | 248 |
189 } // namespace gles2 | 249 } // namespace gles2 |
190 } // namespace gpu | 250 } // namespace gpu |
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