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Issue 374193002: gpu: Optimize and cleanup code used for CHROMIUM_copy_texture. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Address reviewers commnets Created 6 years, 5 months ago
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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
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 bool BindFramebufferTexture2D(
190 GLenum target,
191 GLuint texture_id,
192 GLint level,
193 GLuint framebuffer) {
194 DCHECK(target == GL_TEXTURE_2D || target == GL_TEXTURE_RECTANGLE_ARB);
195 glActiveTexture(GL_TEXTURE0);
196 glBindTexture(target, texture_id);
197 // NVidia drivers require texture settings to be a certain way
198 // or they won't report FRAMEBUFFER_COMPLETE.
199 glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
200 glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
201 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
202 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
203 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
204 glFramebufferTexture2DEXT(
205 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, texture_id, level);
206
207 #ifndef NDEBUG
208 GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
209 if (GL_FRAMEBUFFER_COMPLETE != fb_status) {
210 DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer.";
211 return false;
212 }
213 #endif
214 return true;
215 }
216
217 void DoCopyTexImage2D(
218 const gpu::gles2::GLES2Decoder* decoder,
219 GLenum source_target,
220 GLuint source_id,
221 GLuint dest_id,
222 GLint level,
223 GLenum internal_format,
224 GLsizei width,
225 GLsizei height,
226 GLuint framebuffer) {
227 DCHECK(source_target == GL_TEXTURE_2D ||
228 source_target == GL_TEXTURE_RECTANGLE_ARB);
229 if (BindFramebufferTexture2D(source_target, source_id,
230 0 /* level */, framebuffer)) {
231 glBindTexture(GL_TEXTURE_2D, dest_id);
232 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
233 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
234 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
235 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
236 glCopyTexImage2D(GL_TEXTURE_2D,
237 level,
238 internal_format,
239 0 /* x */,
240 0 /* y */,
241 width,
242 height,
243 0 /* border */);
244 }
245
246 decoder->RestoreTextureState(source_id);
247 decoder->RestoreTextureState(dest_id);
248 decoder->RestoreTextureUnitBindings(0);
249 decoder->RestoreActiveTexture();
250 decoder->RestoreFramebufferBindings();
251 }
252
189 } // namespace 253 } // namespace
190 254
191 namespace gpu { 255 namespace gpu {
192 256
193 CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager() 257 CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager()
194 : initialized_(false), 258 : initialized_(false),
195 vertex_shaders_(NUM_VERTEX_SHADERS, 0u), 259 vertex_shaders_(NUM_VERTEX_SHADERS, 0u),
196 fragment_shaders_(NUM_FRAGMENT_SHADERS, 0u), 260 fragment_shaders_(NUM_FRAGMENT_SHADERS, 0u),
197 buffer_id_(0u), 261 buffer_id_(0u),
198 framebuffer_(0u) {} 262 framebuffer_(0u) {}
199 263
200 CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {} 264 CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {
265 DCHECK(!buffer_id_ && !framebuffer_);
reveman 2014/07/10 18:13:18 DCHECK(!buffer_id_); DCHECK(!framebuffer_); is be
dshwang 2014/07/10 19:45:34 Done.
266 }
201 267
202 void CopyTextureCHROMIUMResourceManager::Initialize( 268 void CopyTextureCHROMIUMResourceManager::Initialize(
203 const gles2::GLES2Decoder* decoder) { 269 const gles2::GLES2Decoder* decoder) {
204 COMPILE_ASSERT( 270 COMPILE_ASSERT(
205 kVertexPositionAttrib == 0u, 271 kVertexPositionAttrib == 0u,
206 Position_attribs_must_be_0); 272 Position_attribs_must_be_0);
273 DCHECK(!buffer_id_ && !framebuffer_ && programs_.empty());
reveman 2014/07/10 18:13:18 split DCHECK into multiple lines here too.
dshwang 2014/07/10 19:45:34 Done.
207 274
208 // Initialize all of the GPU resources required to perform the copy. 275 // Initialize all of the GPU resources required to perform the copy.
209 glGenBuffersARB(1, &buffer_id_); 276 glGenBuffersARB(1, &buffer_id_);
210 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); 277 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
211 const GLfloat kQuadVertices[] = {-1.0f, -1.0f, 278 const GLfloat kQuadVertices[] = {-1.0f, -1.0f,
212 1.0f, -1.0f, 279 1.0f, -1.0f,
213 1.0f, 1.0f, 280 1.0f, 1.0f,
214 -1.0f, 1.0f}; 281 -1.0f, 1.0f};
215 glBufferData( 282 glBufferData(
216 GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW); 283 GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
217 284
218 glGenFramebuffersEXT(1, &framebuffer_); 285 glGenFramebuffersEXT(1, &framebuffer_);
219 286
220 decoder->RestoreBufferBindings(); 287 decoder->RestoreBufferBindings();
221 288
222 initialized_ = true; 289 initialized_ = true;
223 } 290 }
224 291
225 void CopyTextureCHROMIUMResourceManager::Destroy() { 292 void CopyTextureCHROMIUMResourceManager::Destroy() {
226 if (!initialized_) 293 if (!initialized_)
227 return; 294 return;
228 295
229 glDeleteFramebuffersEXT(1, &framebuffer_); 296 glDeleteFramebuffersEXT(1, &framebuffer_);
297 framebuffer_ = 0;
230 298
231 std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader); 299 std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader);
232 std::for_each( 300 std::for_each(
233 fragment_shaders_.begin(), fragment_shaders_.end(), DeleteShader); 301 fragment_shaders_.begin(), fragment_shaders_.end(), DeleteShader);
234 302
235 for (ProgramMap::const_iterator it = programs_.begin(); it != programs_.end(); 303 for (ProgramMap::const_iterator it = programs_.begin(); it != programs_.end();
236 ++it) { 304 ++it) {
237 const ProgramInfo& info = it->second; 305 const ProgramInfo& info = it->second;
238 glDeleteProgram(info.program); 306 glDeleteProgram(info.program);
239 } 307 }
240 308
241 glDeleteBuffersARB(1, &buffer_id_); 309 glDeleteBuffersARB(1, &buffer_id_);
310 buffer_id_ = 0;
242 } 311 }
243 312
244 void CopyTextureCHROMIUMResourceManager::DoCopyTexture( 313 void CopyTextureCHROMIUMResourceManager::DoCopyTexture(
245 const gles2::GLES2Decoder* decoder, 314 const gles2::GLES2Decoder* decoder,
246 GLenum source_target, 315 GLenum source_target,
247 GLenum dest_target,
248 GLuint source_id, 316 GLuint source_id,
249 GLuint dest_id, 317 GLuint dest_id,
250 GLint level, 318 GLint level,
319 GLenum internal_format,
251 GLsizei width, 320 GLsizei width,
252 GLsizei height, 321 GLsizei height,
253 bool flip_y, 322 bool flip_y,
254 bool premultiply_alpha, 323 bool premultiply_alpha,
255 bool unpremultiply_alpha) { 324 bool unpremultiply_alpha) {
325 bool premultiply_alpha_change = premultiply_alpha ^ unpremultiply_alpha;
326 // GL_TEXTURE_RECTANGLE_ARB on FBO is supported by OpenGL, not GLES2,
327 // so restrict this to GL_TEXTURE_2D.
328 if (source_target == GL_TEXTURE_2D && !flip_y && !premultiply_alpha_change) {
329 DoCopyTexImage2D(decoder,
330 source_target,
331 source_id,
332 dest_id,
333 level,
334 internal_format,
335 width,
336 height,
337 framebuffer_);
338 return;
339 }
340
256 // Use default transform matrix if no transform passed in. 341 // Use default transform matrix if no transform passed in.
257 const static GLfloat default_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, 342 const static GLfloat default_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f,
258 0.0f, 1.0f, 0.0f, 0.0f, 343 0.0f, 1.0f, 0.0f, 0.0f,
259 0.0f, 0.0f, 1.0f, 0.0f, 344 0.0f, 0.0f, 1.0f, 0.0f,
260 0.0f, 0.0f, 0.0f, 1.0f}; 345 0.0f, 0.0f, 0.0f, 1.0f};
261 DoCopyTextureWithTransform(decoder, source_target, dest_target, source_id, 346 DoCopyTextureWithTransform(decoder, source_target, source_id, dest_id,
262 dest_id, level, width, height, flip_y, premultiply_alpha, 347 level, internal_format, width, height, flip_y, premultiply_alpha,
263 unpremultiply_alpha, default_matrix); 348 unpremultiply_alpha, default_matrix);
264 } 349 }
265 350
266 void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( 351 void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform(
267 const gles2::GLES2Decoder* decoder, 352 const gles2::GLES2Decoder* decoder,
268 GLenum source_target, 353 GLenum source_target,
269 GLenum dest_target,
270 GLuint source_id, 354 GLuint source_id,
271 GLuint dest_id, 355 GLuint dest_id,
272 GLint level, 356 GLint level,
357 GLenum internal_format,
273 GLsizei width, 358 GLsizei width,
274 GLsizei height, 359 GLsizei height,
275 bool flip_y, 360 bool flip_y,
276 bool premultiply_alpha, 361 bool premultiply_alpha,
277 bool unpremultiply_alpha, 362 bool unpremultiply_alpha,
278 const GLfloat transform_matrix[16]) { 363 const GLfloat transform_matrix[16]) {
279 DCHECK(source_target == GL_TEXTURE_2D || 364 DCHECK(source_target == GL_TEXTURE_2D ||
280 source_target == GL_TEXTURE_RECTANGLE_ARB || 365 source_target == GL_TEXTURE_RECTANGLE_ARB ||
281 source_target == GL_TEXTURE_EXTERNAL_OES); 366 source_target == GL_TEXTURE_EXTERNAL_OES);
282 if (!initialized_) { 367 if (!initialized_) {
283 DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager."; 368 DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager.";
284 return; 369 return;
285 } 370 }
286 371
287 VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y); 372 VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y);
288 DCHECK_LT(static_cast<size_t>(vertex_shader_id), vertex_shaders_.size()); 373 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 }
294
295 FragmentShaderId fragment_shader_id = GetFragmentShaderId( 374 FragmentShaderId fragment_shader_id = GetFragmentShaderId(
296 premultiply_alpha, unpremultiply_alpha, source_target); 375 premultiply_alpha, unpremultiply_alpha, source_target);
297 DCHECK_LT(static_cast<size_t>(fragment_shader_id), fragment_shaders_.size()); 376 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 }
303 377
304 ProgramMapKey key(vertex_shader_id, fragment_shader_id); 378 ProgramMapKey key(vertex_shader_id, fragment_shader_id);
305 ProgramInfo* info = &programs_[key]; 379 ProgramInfo* info = &programs_[key];
306 // Create program if necessary. 380 // Create program if necessary.
307 if (!info->program) { 381 if (!info->program) {
308 info->program = glCreateProgram(); 382 info->program = glCreateProgram();
383 GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id];
384 if (!*vertex_shader) {
385 *vertex_shader = glCreateShader(GL_VERTEX_SHADER);
386 CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]);
387 }
309 glAttachShader(info->program, *vertex_shader); 388 glAttachShader(info->program, *vertex_shader);
389 GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id];
390 if (!*fragment_shader) {
391 *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
392 CompileShader(*fragment_shader,
393 fragment_shader_source[fragment_shader_id]);
394 }
310 glAttachShader(info->program, *fragment_shader); 395 glAttachShader(info->program, *fragment_shader);
311 glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position"); 396 glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position");
312 glLinkProgram(info->program); 397 glLinkProgram(info->program);
313 #ifndef NDEBUG 398 #ifndef NDEBUG
314 GLint linked; 399 GLint linked;
315 glGetProgramiv(info->program, GL_LINK_STATUS, &linked); 400 glGetProgramiv(info->program, GL_LINK_STATUS, &linked);
316 if (!linked) 401 if (!linked)
317 DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure."; 402 DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure.";
318 #endif 403 #endif
319 info->matrix_handle = glGetUniformLocation(info->program, "u_matrix"); 404 info->matrix_handle = glGetUniformLocation(info->program, "u_matrix");
(...skipping 10 matching lines...) Expand all
330 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader."; 415 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader.";
331 return; 416 return;
332 } 417 }
333 #endif 418 #endif
334 419
335 glUniformMatrix4fv(info->matrix_handle, 1, GL_FALSE, transform_matrix); 420 glUniformMatrix4fv(info->matrix_handle, 1, GL_FALSE, transform_matrix);
336 if (source_target == GL_TEXTURE_RECTANGLE_ARB) 421 if (source_target == GL_TEXTURE_RECTANGLE_ARB)
337 glUniform2f(info->half_size_handle, width / 2.0f, height / 2.0f); 422 glUniform2f(info->half_size_handle, width / 2.0f, height / 2.0f);
338 else 423 else
339 glUniform2f(info->half_size_handle, 0.5f, 0.5f); 424 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);
351 425
352 #ifndef NDEBUG 426 if (BindFramebufferTexture2D(GL_TEXTURE_2D, dest_id, level, framebuffer_)) {
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(); 427 decoder->ClearAllAttributes();
360 glEnableVertexAttribArray(kVertexPositionAttrib); 428 glEnableVertexAttribArray(kVertexPositionAttrib);
361 429
362 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); 430 glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
363 glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); 431 glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
364 432
365 glUniform1i(info->sampler_handle, 0); 433 glUniform1i(info->sampler_handle, 0);
366 434
367 glBindTexture(source_target, source_id); 435 glBindTexture(source_target, source_id);
368 glTexParameterf(source_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 436 glTexParameterf(source_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
(...skipping 18 matching lines...) Expand all
387 decoder->RestoreTextureState(dest_id); 455 decoder->RestoreTextureState(dest_id);
388 decoder->RestoreTextureUnitBindings(0); 456 decoder->RestoreTextureUnitBindings(0);
389 decoder->RestoreActiveTexture(); 457 decoder->RestoreActiveTexture();
390 decoder->RestoreProgramBindings(); 458 decoder->RestoreProgramBindings();
391 decoder->RestoreBufferBindings(); 459 decoder->RestoreBufferBindings();
392 decoder->RestoreFramebufferBindings(); 460 decoder->RestoreFramebufferBindings();
393 decoder->RestoreGlobalState(); 461 decoder->RestoreGlobalState();
394 } 462 }
395 463
396 } // namespace gpu 464 } // namespace gpu
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