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| 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2012 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_copy_texture_chromium.h" | 5 #include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h" |
| 6 | 6 |
| 7 #include <algorithm> | 7 #include <algorithm> |
| 8 | 8 |
| 9 #include "base/basictypes.h" | 9 #include "base/basictypes.h" |
| 10 #include "gpu/command_buffer/service/gl_utils.h" | 10 #include "gpu/command_buffer/service/gl_utils.h" |
| (...skipping 149 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 160 return shader_ids[index][SAMPLER_2D]; | 160 return shader_ids[index][SAMPLER_2D]; |
| 161 case GL_TEXTURE_RECTANGLE_ARB: | 161 case GL_TEXTURE_RECTANGLE_ARB: |
| 162 return shader_ids[index][SAMPLER_RECTANGLE_ARB]; | 162 return shader_ids[index][SAMPLER_RECTANGLE_ARB]; |
| 163 case GL_TEXTURE_EXTERNAL_OES: | 163 case GL_TEXTURE_EXTERNAL_OES: |
| 164 return shader_ids[index][SAMPLER_EXTERNAL_OES]; | 164 return shader_ids[index][SAMPLER_EXTERNAL_OES]; |
| 165 default: | 165 default: |
| 166 break; | 166 break; |
| 167 } | 167 } |
| 168 | 168 |
| 169 NOTREACHED(); | 169 NOTREACHED(); |
| 170 return shader_ids[index][SAMPLER_2D]; | 170 return shader_ids[0][SAMPLER_2D]; |
| 171 } | 171 } |
| 172 | 172 |
| 173 void CompileShader(GLuint shader, const char* shader_source) { | 173 void CompileShader(GLuint shader, const char* shader_source) { |
| 174 glShaderSource(shader, 1, &shader_source, 0); | 174 glShaderSource(shader, 1, &shader_source, 0); |
| 175 glCompileShader(shader); | 175 glCompileShader(shader); |
| 176 #ifndef NDEBUG | 176 #ifndef NDEBUG |
| 177 GLint compile_status; | 177 GLint compile_status; |
| 178 glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status); | 178 glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status); |
| 179 if (GL_TRUE != compile_status) | 179 if (GL_TRUE != compile_status) |
| 180 DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure."; | 180 DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure."; |
| 181 #endif | 181 #endif |
| 182 } | 182 } |
| 183 | 183 |
| 184 void DeleteShader(GLuint shader) { | 184 void DeleteShader(GLuint shader) { |
| 185 if (shader) | 185 if (shader) |
| 186 glDeleteShader(shader); | 186 glDeleteShader(shader); |
| 187 } | 187 } |
| 188 | 188 |
| 189 } // namespace | 189 } // namespace |
| 190 | 190 |
| 191 namespace gpu { | 191 namespace gpu { |
| 192 | 192 |
| 193 CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager() | 193 CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager() |
| 194 : initialized_(false), | 194 : initialized_(false), |
| 195 vertex_shaders_(NUM_VERTEX_SHADERS, 0u), | 195 vertex_shaders_(NUM_VERTEX_SHADERS, 0u), |
| 196 fragment_shaders_(NUM_FRAGMENT_SHADERS, 0u), | 196 fragment_shaders_(NUM_FRAGMENT_SHADERS, 0u), |
| 197 buffer_id_(0u), | 197 buffer_id_(0u), |
| 198 framebuffer_(0u) {} | 198 framebuffer_(0u) {} |
| 199 | 199 |
| 200 CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {} | 200 CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() { |
| 201 DCHECK(!buffer_id_ && !framebuffer_); | |
| 202 } | |
| 201 | 203 |
| 202 void CopyTextureCHROMIUMResourceManager::Initialize( | 204 void CopyTextureCHROMIUMResourceManager::Initialize( |
| 203 const gles2::GLES2Decoder* decoder) { | 205 const gles2::GLES2Decoder* decoder) { |
| 204 COMPILE_ASSERT( | 206 COMPILE_ASSERT( |
| 205 kVertexPositionAttrib == 0u, | 207 kVertexPositionAttrib == 0u, |
| 206 Position_attribs_must_be_0); | 208 Position_attribs_must_be_0); |
| 209 DCHECK(!buffer_id_ && !framebuffer_ && programs_.empty()); | |
| 207 | 210 |
| 208 // Initialize all of the GPU resources required to perform the copy. | 211 // Initialize all of the GPU resources required to perform the copy. |
| 209 glGenBuffersARB(1, &buffer_id_); | 212 glGenBuffersARB(1, &buffer_id_); |
| 210 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); | 213 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); |
| 211 const GLfloat kQuadVertices[] = {-1.0f, -1.0f, | 214 const GLfloat kQuadVertices[] = {-1.0f, -1.0f, |
| 212 1.0f, -1.0f, | 215 1.0f, -1.0f, |
| 213 1.0f, 1.0f, | 216 1.0f, 1.0f, |
| 214 -1.0f, 1.0f}; | 217 -1.0f, 1.0f}; |
| 215 glBufferData( | 218 glBufferData( |
| 216 GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW); | 219 GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW); |
| 217 | 220 |
| 218 glGenFramebuffersEXT(1, &framebuffer_); | 221 glGenFramebuffersEXT(1, &framebuffer_); |
| 219 | 222 |
| 220 decoder->RestoreBufferBindings(); | 223 decoder->RestoreBufferBindings(); |
| 221 | 224 |
| 222 initialized_ = true; | 225 initialized_ = true; |
| 223 } | 226 } |
| 224 | 227 |
| 225 void CopyTextureCHROMIUMResourceManager::Destroy() { | 228 void CopyTextureCHROMIUMResourceManager::Destroy() { |
| 226 if (!initialized_) | 229 if (!initialized_) |
| 227 return; | 230 return; |
| 228 | 231 |
| 229 glDeleteFramebuffersEXT(1, &framebuffer_); | 232 glDeleteFramebuffersEXT(1, &framebuffer_); |
| 233 framebuffer_ = 0; | |
| 230 | 234 |
| 231 std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader); | 235 std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader); |
| 232 std::for_each( | 236 std::for_each( |
| 233 fragment_shaders_.begin(), fragment_shaders_.end(), DeleteShader); | 237 fragment_shaders_.begin(), fragment_shaders_.end(), DeleteShader); |
| 234 | 238 |
| 235 for (ProgramMap::const_iterator it = programs_.begin(); it != programs_.end(); | 239 for (ProgramMap::const_iterator it = programs_.begin(); it != programs_.end(); |
| 236 ++it) { | 240 ++it) { |
| 237 const ProgramInfo& info = it->second; | 241 const ProgramInfo& info = it->second; |
| 238 glDeleteProgram(info.program); | 242 glDeleteProgram(info.program); |
| 239 } | 243 } |
| 240 | 244 |
| 241 glDeleteBuffersARB(1, &buffer_id_); | 245 glDeleteBuffersARB(1, &buffer_id_); |
| 246 buffer_id_ = 0; | |
| 242 } | 247 } |
| 243 | 248 |
| 244 void CopyTextureCHROMIUMResourceManager::DoCopyTexture( | 249 void CopyTextureCHROMIUMResourceManager::DoCopyTexture( |
| 245 const gles2::GLES2Decoder* decoder, | 250 const gles2::GLES2Decoder* decoder, |
| 246 GLenum source_target, | 251 GLenum source_target, |
| 247 GLenum dest_target, | |
| 248 GLuint source_id, | 252 GLuint source_id, |
| 249 GLuint dest_id, | 253 GLuint dest_id, |
| 250 GLint level, | 254 GLint level, |
| 255 GLenum internal_format, | |
| 251 GLsizei width, | 256 GLsizei width, |
| 252 GLsizei height, | 257 GLsizei height, |
| 253 bool flip_y, | 258 bool flip_y, |
| 254 bool premultiply_alpha, | 259 bool premultiply_alpha, |
| 255 bool unpremultiply_alpha) { | 260 bool unpremultiply_alpha) { |
| 261 bool just_alpha = (!premultiply_alpha && !unpremultiply_alpha) || | |
| 262 (premultiply_alpha && unpremultiply_alpha); | |
|
reveman
2014/07/09 19:45:08
I think it would be cleaner and easier to read if
dshwang
2014/07/10 15:19:46
That's cool. Done.
| |
| 263 if (source_target == GL_TEXTURE_2D && !flip_y && just_alpha) { | |
| 264 DoFastCopyTexture(decoder, | |
| 265 source_id, | |
| 266 dest_id, | |
| 267 level, | |
| 268 internal_format, | |
| 269 width, | |
| 270 height); | |
|
reveman
2014/07/09 19:45:08
are you missing a "return" statement here?
dshwang
2014/07/10 15:19:46
Oops, sorry. Done.
| |
| 271 } | |
| 272 | |
| 256 // Use default transform matrix if no transform passed in. | 273 // Use default transform matrix if no transform passed in. |
| 257 const static GLfloat default_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, | 274 const static GLfloat default_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, |
| 258 0.0f, 1.0f, 0.0f, 0.0f, | 275 0.0f, 1.0f, 0.0f, 0.0f, |
| 259 0.0f, 0.0f, 1.0f, 0.0f, | 276 0.0f, 0.0f, 1.0f, 0.0f, |
| 260 0.0f, 0.0f, 0.0f, 1.0f}; | 277 0.0f, 0.0f, 0.0f, 1.0f}; |
| 261 DoCopyTextureWithTransform(decoder, source_target, dest_target, source_id, | 278 DoCopyTextureWithTransform(decoder, source_target, source_id, dest_id, |
| 262 dest_id, level, width, height, flip_y, premultiply_alpha, | 279 level, internal_format, width, height, flip_y, premultiply_alpha, |
| 263 unpremultiply_alpha, default_matrix); | 280 unpremultiply_alpha, default_matrix); |
| 264 } | 281 } |
| 265 | 282 |
| 283 void CopyTextureCHROMIUMResourceManager::DoFastCopyTexture( | |
| 284 const gles2::GLES2Decoder* decoder, | |
| 285 GLuint source_id, | |
| 286 GLuint dest_id, | |
| 287 GLint level, | |
| 288 GLenum internal_format, | |
| 289 GLsizei width, | |
| 290 GLsizei height) { | |
| 291 if (BindFramebufferTexture2D(source_id, 0 /* level */)) { | |
| 292 glBindTexture(GL_TEXTURE_2D, dest_id); | |
| 293 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
| 294 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
| 295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| 296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| 297 glCopyTexImage2D(GL_TEXTURE_2D, | |
| 298 level, | |
| 299 internal_format, | |
| 300 0 /* x */, | |
| 301 0 /* y */, | |
| 302 width, | |
| 303 height, | |
| 304 0 /* border */); | |
| 305 } | |
| 306 | |
| 307 decoder->RestoreTextureState(source_id); | |
| 308 decoder->RestoreTextureState(dest_id); | |
| 309 decoder->RestoreTextureUnitBindings(0); | |
| 310 decoder->RestoreActiveTexture(); | |
| 311 decoder->RestoreFramebufferBindings(); | |
| 312 } | |
| 313 | |
| 314 bool CopyTextureCHROMIUMResourceManager::BindFramebufferTexture2D( | |
| 315 GLuint texture_id, | |
| 316 GLint level) { | |
| 317 glActiveTexture(GL_TEXTURE0); | |
| 318 glBindTexture(GL_TEXTURE_2D, texture_id); | |
| 319 // NVidia drivers require texture settings to be a certain way | |
| 320 // or they won't report FRAMEBUFFER_COMPLETE. | |
| 321 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
| 322 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
| 323 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| 324 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| 325 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_); | |
| 326 glFramebufferTexture2DEXT( | |
| 327 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, level); | |
| 328 | |
| 329 #ifndef NDEBUG | |
| 330 GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); | |
| 331 if (GL_FRAMEBUFFER_COMPLETE != fb_status) { | |
| 332 DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer."; | |
| 333 return false; | |
| 334 } | |
| 335 #endif | |
| 336 return true; | |
| 337 } | |
| 338 | |
| 266 void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( | 339 void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( |
| 267 const gles2::GLES2Decoder* decoder, | 340 const gles2::GLES2Decoder* decoder, |
| 268 GLenum source_target, | 341 GLenum source_target, |
| 269 GLenum dest_target, | |
| 270 GLuint source_id, | 342 GLuint source_id, |
| 271 GLuint dest_id, | 343 GLuint dest_id, |
| 272 GLint level, | 344 GLint level, |
| 345 GLenum internal_format, | |
| 273 GLsizei width, | 346 GLsizei width, |
| 274 GLsizei height, | 347 GLsizei height, |
| 275 bool flip_y, | 348 bool flip_y, |
| 276 bool premultiply_alpha, | 349 bool premultiply_alpha, |
| 277 bool unpremultiply_alpha, | 350 bool unpremultiply_alpha, |
| 278 const GLfloat transform_matrix[16]) { | 351 const GLfloat transform_matrix[16]) { |
| 279 DCHECK(source_target == GL_TEXTURE_2D || | 352 DCHECK(source_target == GL_TEXTURE_2D || |
| 280 source_target == GL_TEXTURE_RECTANGLE_ARB || | 353 source_target == GL_TEXTURE_RECTANGLE_ARB || |
| 281 source_target == GL_TEXTURE_EXTERNAL_OES); | 354 source_target == GL_TEXTURE_EXTERNAL_OES); |
| 282 if (!initialized_) { | 355 if (!initialized_) { |
| 283 DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager."; | 356 DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager."; |
| 284 return; | 357 return; |
| 285 } | 358 } |
| 286 | 359 |
| 287 VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y); | 360 VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y); |
| 288 DCHECK_LT(static_cast<size_t>(vertex_shader_id), vertex_shaders_.size()); | 361 DCHECK_LT(static_cast<size_t>(vertex_shader_id), vertex_shaders_.size()); |
| 289 GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id]; | |
| 290 if (!*vertex_shader) { | |
| 291 *vertex_shader = glCreateShader(GL_VERTEX_SHADER); | |
| 292 CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]); | |
| 293 } | |
|
reveman
2014/07/09 19:45:08
do you need to move this code?
dshwang
2014/07/10 15:19:46
Not really, but it's good to move, because we can
reveman
2014/07/10 18:13:18
That's fine. I just wanted to know if there was so
| |
| 294 | |
| 295 FragmentShaderId fragment_shader_id = GetFragmentShaderId( | 362 FragmentShaderId fragment_shader_id = GetFragmentShaderId( |
| 296 premultiply_alpha, unpremultiply_alpha, source_target); | 363 premultiply_alpha, unpremultiply_alpha, source_target); |
| 297 DCHECK_LT(static_cast<size_t>(fragment_shader_id), fragment_shaders_.size()); | 364 DCHECK_LT(static_cast<size_t>(fragment_shader_id), fragment_shaders_.size()); |
| 298 GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id]; | |
| 299 if (!*fragment_shader) { | |
| 300 *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | |
| 301 CompileShader(*fragment_shader, fragment_shader_source[fragment_shader_id]); | |
| 302 } | |
|
reveman
2014/07/09 19:45:07
do you need to move this code?
dshwang
2014/07/10 15:19:46
Ditto.
| |
| 303 | 365 |
| 304 ProgramMapKey key(vertex_shader_id, fragment_shader_id); | 366 ProgramMapKey key(vertex_shader_id, fragment_shader_id); |
| 305 ProgramInfo* info = &programs_[key]; | 367 ProgramInfo* info = &programs_[key]; |
| 306 // Create program if necessary. | 368 // Create program if necessary. |
| 307 if (!info->program) { | 369 if (!info->program) { |
| 308 info->program = glCreateProgram(); | 370 info->program = glCreateProgram(); |
| 371 GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id]; | |
| 372 if (!*vertex_shader) { | |
| 373 *vertex_shader = glCreateShader(GL_VERTEX_SHADER); | |
| 374 CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]); | |
| 375 } | |
| 309 glAttachShader(info->program, *vertex_shader); | 376 glAttachShader(info->program, *vertex_shader); |
| 377 GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id]; | |
| 378 if (!*fragment_shader) { | |
| 379 *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | |
| 380 CompileShader(*fragment_shader, | |
| 381 fragment_shader_source[fragment_shader_id]); | |
| 382 } | |
| 310 glAttachShader(info->program, *fragment_shader); | 383 glAttachShader(info->program, *fragment_shader); |
| 311 glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position"); | 384 glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position"); |
| 312 glLinkProgram(info->program); | 385 glLinkProgram(info->program); |
| 313 #ifndef NDEBUG | 386 #ifndef NDEBUG |
| 314 GLint linked; | 387 GLint linked; |
| 315 glGetProgramiv(info->program, GL_LINK_STATUS, &linked); | 388 glGetProgramiv(info->program, GL_LINK_STATUS, &linked); |
| 316 if (!linked) | 389 if (!linked) |
| 317 DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure."; | 390 DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure."; |
| 318 #endif | 391 #endif |
| 319 info->matrix_handle = glGetUniformLocation(info->program, "u_matrix"); | 392 info->matrix_handle = glGetUniformLocation(info->program, "u_matrix"); |
| (...skipping 10 matching lines...) Expand all Loading... | |
| 330 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader."; | 403 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader."; |
| 331 return; | 404 return; |
| 332 } | 405 } |
| 333 #endif | 406 #endif |
| 334 | 407 |
| 335 glUniformMatrix4fv(info->matrix_handle, 1, GL_FALSE, transform_matrix); | 408 glUniformMatrix4fv(info->matrix_handle, 1, GL_FALSE, transform_matrix); |
| 336 if (source_target == GL_TEXTURE_RECTANGLE_ARB) | 409 if (source_target == GL_TEXTURE_RECTANGLE_ARB) |
| 337 glUniform2f(info->half_size_handle, width / 2.0f, height / 2.0f); | 410 glUniform2f(info->half_size_handle, width / 2.0f, height / 2.0f); |
| 338 else | 411 else |
| 339 glUniform2f(info->half_size_handle, 0.5f, 0.5f); | 412 glUniform2f(info->half_size_handle, 0.5f, 0.5f); |
| 340 glActiveTexture(GL_TEXTURE0); | |
| 341 glBindTexture(GL_TEXTURE_2D, dest_id); | |
| 342 // NVidia drivers require texture settings to be a certain way | |
| 343 // or they won't report FRAMEBUFFER_COMPLETE. | |
| 344 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
| 345 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
| 346 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| 347 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| 348 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_); | |
| 349 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dest_target, | |
| 350 dest_id, level); | |
| 351 | 413 |
| 352 #ifndef NDEBUG | 414 if (BindFramebufferTexture2D(dest_id, level)) { |
| 353 GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); | |
| 354 if (GL_FRAMEBUFFER_COMPLETE != fb_status) { | |
| 355 DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer."; | |
| 356 } else | |
| 357 #endif | |
| 358 { | |
| 359 decoder->ClearAllAttributes(); | 415 decoder->ClearAllAttributes(); |
| 360 glEnableVertexAttribArray(kVertexPositionAttrib); | 416 glEnableVertexAttribArray(kVertexPositionAttrib); |
| 361 | 417 |
| 362 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); | 418 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); |
| 363 glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); | 419 glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| 364 | 420 |
| 365 glUniform1i(info->sampler_handle, 0); | 421 glUniform1i(info->sampler_handle, 0); |
| 366 | 422 |
| 367 glBindTexture(source_target, source_id); | 423 glBindTexture(source_target, source_id); |
| 368 glTexParameterf(source_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | 424 glTexParameterf(source_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| (...skipping 18 matching lines...) Expand all Loading... | |
| 387 decoder->RestoreTextureState(dest_id); | 443 decoder->RestoreTextureState(dest_id); |
| 388 decoder->RestoreTextureUnitBindings(0); | 444 decoder->RestoreTextureUnitBindings(0); |
| 389 decoder->RestoreActiveTexture(); | 445 decoder->RestoreActiveTexture(); |
| 390 decoder->RestoreProgramBindings(); | 446 decoder->RestoreProgramBindings(); |
| 391 decoder->RestoreBufferBindings(); | 447 decoder->RestoreBufferBindings(); |
| 392 decoder->RestoreFramebufferBindings(); | 448 decoder->RestoreFramebufferBindings(); |
| 393 decoder->RestoreGlobalState(); | 449 decoder->RestoreGlobalState(); |
| 394 } | 450 } |
| 395 | 451 |
| 396 } // namespace gpu | 452 } // namespace gpu |
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