Chromium Code Reviews| Index: gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc |
| diff --git a/gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc b/gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc |
| index bda65ac6a6057d9798b9926a9b0c4b0a0cc41e2d..d91ed7a22bffb368ee1d485bf5d8eaa522a870c7 100644 |
| --- a/gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc |
| +++ b/gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc |
| @@ -103,6 +103,11 @@ const char* fragment_shader_source[NUM_FRAGMENT_SHADERS] = { |
| }), |
| }; |
| +const GLfloat kDefaultMatrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, |
| + 0.0f, 1.0f, 0.0f, 0.0f, |
| + 0.0f, 0.0f, 1.0f, 0.0f, |
| + 0.0f, 0.0f, 0.0f, 1.0f}; |
| + |
| // Returns the correct vertex shader id to evaluate the copy operation for |
| // the CHROMIUM_flipy setting. |
| VertexShaderId GetVertexShaderId(bool flip_y) { |
| @@ -167,7 +172,7 @@ FragmentShaderId GetFragmentShaderId(bool premultiply_alpha, |
| } |
| NOTREACHED(); |
| - return shader_ids[index][SAMPLER_2D]; |
| + return shader_ids[0][SAMPLER_2D]; |
| } |
| void CompileShader(GLuint shader, const char* shader_source) { |
| @@ -197,13 +202,16 @@ CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager() |
| buffer_id_(0u), |
| framebuffer_(0u) {} |
| -CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {} |
| +CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() { |
| + DCHECK(!buffer_id_ && !framebuffer_); |
| +} |
| void CopyTextureCHROMIUMResourceManager::Initialize( |
| const gles2::GLES2Decoder* decoder) { |
| COMPILE_ASSERT( |
| kVertexPositionAttrib == 0u, |
| Position_attribs_must_be_0); |
| + DCHECK(!buffer_id_ && !framebuffer_ && programs_.empty()); |
| // Initialize all of the GPU resources required to perform the copy. |
| glGenBuffersARB(1, &buffer_id_); |
| @@ -227,6 +235,7 @@ void CopyTextureCHROMIUMResourceManager::Destroy() { |
| return; |
| glDeleteFramebuffersEXT(1, &framebuffer_); |
| + framebuffer_ = 0; |
| std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader); |
| std::for_each( |
| @@ -239,37 +248,89 @@ void CopyTextureCHROMIUMResourceManager::Destroy() { |
| } |
| glDeleteBuffersARB(1, &buffer_id_); |
| + buffer_id_ = 0; |
| } |
| void CopyTextureCHROMIUMResourceManager::DoCopyTexture( |
| const gles2::GLES2Decoder* decoder, |
| GLenum source_target, |
| - GLenum dest_target, |
| GLuint source_id, |
| GLuint dest_id, |
| GLint level, |
| + GLenum internal_format, |
| GLsizei width, |
| GLsizei height, |
| bool flip_y, |
| bool premultiply_alpha, |
| bool unpremultiply_alpha) { |
| - // Use default transform matrix if no transform passed in. |
| - const static GLfloat default_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f, |
| - 0.0f, 1.0f, 0.0f, 0.0f, |
| - 0.0f, 0.0f, 1.0f, 0.0f, |
| - 0.0f, 0.0f, 0.0f, 1.0f}; |
| - DoCopyTextureWithTransform(decoder, source_target, dest_target, source_id, |
| - dest_id, level, width, height, flip_y, premultiply_alpha, |
| - unpremultiply_alpha, default_matrix); |
| + DoCopyTextureWithTransform(decoder, source_target, source_id, dest_id, |
| + level, internal_format, width, height, flip_y, premultiply_alpha, |
| + unpremultiply_alpha, kDefaultMatrix); |
| +} |
| + |
| +void CopyTextureCHROMIUMResourceManager::DoFastCopyTexture( |
| + const gles2::GLES2Decoder* decoder, |
| + GLuint source_id, |
| + GLuint dest_id, |
| + GLint level, |
| + GLenum internal_format, |
| + GLsizei width, |
| + GLsizei height) { |
|
reveman
2014/07/09 18:33:28
Does this need to be limited to source_target=TEXT
dshwang
2014/07/09 18:53:12
Do you mean TEXTURE_REXTANGLE_ARB texture can be b
reveman
2014/07/09 19:45:07
Hm, maybe this is only supported by standard GL. T
dshwang
2014/07/10 15:19:45
Yep, I restrict this to TEXTURE_2D, but make ::Bin
|
| + if (BindFramebufferTexture2D(source_id, 0 /* level */)) { |
| + glBindTexture(GL_TEXTURE_2D, dest_id); |
| + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| + glCopyTexImage2D(GL_TEXTURE_2D, |
| + level, |
| + internal_format, |
| + 0 /* x */, |
| + 0 /* y */, |
| + width, |
| + height, |
| + 0 /* border */); |
| + } |
| + |
| + decoder->RestoreTextureState(source_id); |
| + decoder->RestoreTextureState(dest_id); |
| + decoder->RestoreTextureUnitBindings(0); |
| + decoder->RestoreActiveTexture(); |
| + decoder->RestoreFramebufferBindings(); |
| +} |
| + |
| +bool CopyTextureCHROMIUMResourceManager::BindFramebufferTexture2D( |
| + GLuint texture_id, |
| + GLint level) { |
| + glActiveTexture(GL_TEXTURE0); |
| + glBindTexture(GL_TEXTURE_2D, texture_id); |
| + // NVidia drivers require texture settings to be a certain way |
| + // or they won't report FRAMEBUFFER_COMPLETE. |
| + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_); |
| + glFramebufferTexture2DEXT( |
| + GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, level); |
| + |
| +#ifndef NDEBUG |
| + GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); |
| + if (GL_FRAMEBUFFER_COMPLETE != fb_status) { |
| + DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer."; |
| + return false; |
| + } |
| +#endif |
| + return true; |
| } |
| void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( |
| const gles2::GLES2Decoder* decoder, |
| GLenum source_target, |
| - GLenum dest_target, |
| GLuint source_id, |
| GLuint dest_id, |
| GLint level, |
| + GLenum internal_format, |
| GLsizei width, |
| GLsizei height, |
| bool flip_y, |
| @@ -286,19 +347,20 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( |
| VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y); |
| DCHECK_LT(static_cast<size_t>(vertex_shader_id), vertex_shaders_.size()); |
| - GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id]; |
| - if (!*vertex_shader) { |
| - *vertex_shader = glCreateShader(GL_VERTEX_SHADER); |
| - CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]); |
| - } |
| - |
| FragmentShaderId fragment_shader_id = GetFragmentShaderId( |
| premultiply_alpha, unpremultiply_alpha, source_target); |
| DCHECK_LT(static_cast<size_t>(fragment_shader_id), fragment_shaders_.size()); |
| - GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id]; |
| - if (!*fragment_shader) { |
| - *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); |
| - CompileShader(*fragment_shader, fragment_shader_source[fragment_shader_id]); |
| + |
| + if (vertex_shader_id == VERTEX_SHADER_COPY_TEXTURE && |
| + fragment_shader_id == FRAGMENT_SHADER_COPY_TEXTURE_2D && |
|
reveman
2014/07/09 18:33:28
I think it's more appropriate to check the paramet
dshwang
2014/07/09 18:53:12
Alright. I'll update.
|
| + transform_matrix == kDefaultMatrix) { |
| + DoFastCopyTexture(decoder, |
| + source_id, |
| + dest_id, |
| + level, |
| + internal_format, |
| + width, |
| + height); |
| } |
| ProgramMapKey key(vertex_shader_id, fragment_shader_id); |
| @@ -306,7 +368,18 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( |
| // Create program if necessary. |
| if (!info->program) { |
| info->program = glCreateProgram(); |
| + GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id]; |
| + if (!*vertex_shader) { |
| + *vertex_shader = glCreateShader(GL_VERTEX_SHADER); |
| + CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]); |
| + } |
| glAttachShader(info->program, *vertex_shader); |
| + GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id]; |
| + if (!*fragment_shader) { |
| + *fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); |
| + CompileShader(*fragment_shader, |
| + fragment_shader_source[fragment_shader_id]); |
| + } |
| glAttachShader(info->program, *fragment_shader); |
| glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position"); |
| glLinkProgram(info->program); |
| @@ -337,25 +410,8 @@ void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform( |
| glUniform2f(info->half_size_handle, width / 2.0f, height / 2.0f); |
| else |
| glUniform2f(info->half_size_handle, 0.5f, 0.5f); |
| - glActiveTexture(GL_TEXTURE0); |
| - glBindTexture(GL_TEXTURE_2D, dest_id); |
| - // NVidia drivers require texture settings to be a certain way |
| - // or they won't report FRAMEBUFFER_COMPLETE. |
| - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_); |
| - glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dest_target, |
| - dest_id, level); |
| -#ifndef NDEBUG |
| - GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); |
| - if (GL_FRAMEBUFFER_COMPLETE != fb_status) { |
| - DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer."; |
| - } else |
| -#endif |
| - { |
| + if (BindFramebufferTexture2D(dest_id, level)) { |
| decoder->ClearAllAttributes(); |
| glEnableVertexAttribArray(kVertexPositionAttrib); |