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); |