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Unified Diff: content/browser/renderer_host/compositing_iosurface_transformer_mac.cc

Issue 472663004: Revert of Remove code used by --disable-delegated-renderer on Mac (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 6 years, 4 months ago
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Index: content/browser/renderer_host/compositing_iosurface_transformer_mac.cc
diff --git a/content/browser/renderer_host/compositing_iosurface_transformer_mac.cc b/content/browser/renderer_host/compositing_iosurface_transformer_mac.cc
new file mode 100644
index 0000000000000000000000000000000000000000..2e0401ff476afacb2556bd5ba7571ae730469857
--- /dev/null
+++ b/content/browser/renderer_host/compositing_iosurface_transformer_mac.cc
@@ -0,0 +1,300 @@
+// Copyright (c) 2013 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "content/browser/renderer_host/compositing_iosurface_transformer_mac.h"
+
+#include <algorithm>
+
+#include "base/basictypes.h"
+#include "base/debug/trace_event.h"
+#include "base/logging.h"
+#include "content/browser/renderer_host/compositing_iosurface_shader_programs_mac.h"
+#include "ui/gfx/rect.h"
+#include "ui/gfx/size.h"
+
+namespace content {
+
+namespace {
+
+const GLenum kColorAttachments[] = {
+ GL_COLOR_ATTACHMENT0_EXT,
+ GL_COLOR_ATTACHMENT1_EXT
+};
+
+// Set viewport and model/projection matrices for drawing to a framebuffer of
+// size dst_size, with coordinates starting at (0, 0).
+void SetTransformationsForOffScreenRendering(const gfx::Size& dst_size) {
+ glViewport(0, 0, dst_size.width(), dst_size.height());
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, dst_size.width(), 0, dst_size.height(), -1, 1);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+// Configure texture sampling parameters.
+void SetTextureParameters(GLenum target, GLint min_mag_filter, GLint wrap) {
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_mag_filter);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, min_mag_filter);
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap);
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap);
+}
+
+// Draw the currently-bound texture. The src region is applied to the entire
+// destination framebuffer of the given size. Specify |flip_y| is the src
+// texture is upside-down relative to the destination.
+//
+// Assumption: The orthographic projection is set up as
+// (0,0)x(dst_width,dst_height).
+void DrawQuad(float src_x, float src_y, float src_width, float src_height,
+ bool flip_y, float dst_width, float dst_height) {
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ float vertices[4][2] = {
+ { 0.0f, dst_height },
+ { 0.0f, 0.0f },
+ { dst_width, 0.0f },
+ { dst_width, dst_height }
+ };
+ glVertexPointer(arraysize(vertices[0]), GL_FLOAT, sizeof(vertices[0]),
+ vertices);
+
+ float tex_coords[4][2] = {
+ { src_x, src_y + src_height },
+ { src_x, src_y },
+ { src_x + src_width, src_y },
+ { src_x + src_width, src_y + src_height }
+ };
+ if (flip_y) {
+ std::swap(tex_coords[0][1], tex_coords[1][1]);
+ std::swap(tex_coords[2][1], tex_coords[3][1]);
+ }
+ glTexCoordPointer(arraysize(tex_coords[0]), GL_FLOAT, sizeof(tex_coords[0]),
+ tex_coords);
+
+ COMPILE_ASSERT(arraysize(vertices) == arraysize(tex_coords),
+ same_number_of_points_in_both);
+ glDrawArrays(GL_QUADS, 0, arraysize(vertices));
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+} // namespace
+
+CompositingIOSurfaceTransformer::CompositingIOSurfaceTransformer(
+ GLenum texture_target, bool src_texture_needs_y_flip,
+ CompositingIOSurfaceShaderPrograms* shader_program_cache)
+ : texture_target_(texture_target),
+ src_texture_needs_y_flip_(src_texture_needs_y_flip),
+ shader_program_cache_(shader_program_cache),
+ frame_buffer_(0) {
+ DCHECK(texture_target_ == GL_TEXTURE_RECTANGLE_ARB)
+ << "Fragment shaders currently only support RECTANGLE textures.";
+ DCHECK(shader_program_cache_);
+
+ memset(textures_, 0, sizeof(textures_));
+
+ // The RGB-to-YV12 transform requires that the driver/hardware supports
+ // multiple draw buffers.
+ GLint max_draw_buffers = 1;
+ glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max_draw_buffers);
+ system_supports_multiple_draw_buffers_ = (max_draw_buffers >= 2);
+}
+
+CompositingIOSurfaceTransformer::~CompositingIOSurfaceTransformer() {
+ for (int i = 0; i < NUM_CACHED_TEXTURES; ++i)
+ DCHECK_EQ(textures_[i], 0u) << "Failed to call ReleaseCachedGLObjects().";
+ DCHECK_EQ(frame_buffer_, 0u) << "Failed to call ReleaseCachedGLObjects().";
+}
+
+void CompositingIOSurfaceTransformer::ReleaseCachedGLObjects() {
+ for (int i = 0; i < NUM_CACHED_TEXTURES; ++i) {
+ if (textures_[i]) {
+ glDeleteTextures(1, &textures_[i]);
+ textures_[i] = 0;
+ texture_sizes_[i] = gfx::Size();
+ }
+ }
+ if (frame_buffer_) {
+ glDeleteFramebuffersEXT(1, &frame_buffer_);
+ frame_buffer_ = 0;
+ }
+}
+
+bool CompositingIOSurfaceTransformer::ResizeBilinear(
+ GLuint src_texture, const gfx::Rect& src_subrect, const gfx::Size& dst_size,
+ GLuint* texture) {
+ if (src_subrect.IsEmpty() || dst_size.IsEmpty())
+ return false;
+
+ glActiveTexture(GL_TEXTURE0);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+
+ PrepareTexture(RGBA_OUTPUT, dst_size);
+ PrepareFramebuffer();
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame_buffer_);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ texture_target_, textures_[RGBA_OUTPUT], 0);
+ DCHECK(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) ==
+ GL_FRAMEBUFFER_COMPLETE_EXT);
+
+ glBindTexture(texture_target_, src_texture);
+ SetTextureParameters(
+ texture_target_, src_subrect.size() == dst_size ? GL_NEAREST : GL_LINEAR,
+ GL_CLAMP_TO_EDGE);
+
+ const bool prepared = shader_program_cache_->UseBlitProgram();
+ DCHECK(prepared);
+ SetTransformationsForOffScreenRendering(dst_size);
+ DrawQuad(src_subrect.x(), src_subrect.y(),
+ src_subrect.width(), src_subrect.height(),
+ src_texture_needs_y_flip_,
+ dst_size.width(), dst_size.height());
+ glUseProgram(0);
+
+ glBindTexture(texture_target_, 0);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+
+ *texture = textures_[RGBA_OUTPUT];
+ return true;
+}
+
+bool CompositingIOSurfaceTransformer::TransformRGBToYV12(
+ GLuint src_texture,
+ const gfx::Rect& src_subrect,
+ const gfx::Size& dst_size,
+ GLuint* texture_y,
+ GLuint* texture_u,
+ GLuint* texture_v,
+ gfx::Size* packed_y_size,
+ gfx::Size* packed_uv_size) {
+ if (!system_supports_multiple_draw_buffers_)
+ return false;
+ if (src_subrect.IsEmpty() || dst_size.IsEmpty())
+ return false;
+
+ TRACE_EVENT0("gpu", "TransformRGBToYV12");
+
+ glActiveTexture(GL_TEXTURE0);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+
+ // Resize output textures for each plane, and for the intermediate UUVV one
+ // that becomes an input into pass #2. |packed_y_size| is the size of the Y
+ // output texture, where its width is 1/4 the number of Y pixels because 4 Y
+ // pixels are packed into a single quad. |packed_uv_size| is half the size of
+ // Y in both dimensions, rounded up.
+ *packed_y_size = gfx::Size((dst_size.width() + 3) / 4, dst_size.height());
+ *packed_uv_size = gfx::Size((packed_y_size->width() + 1) / 2,
+ (packed_y_size->height() + 1) / 2);
+ PrepareTexture(Y_PLANE_OUTPUT, *packed_y_size);
+ PrepareTexture(UUVV_INTERMEDIATE, *packed_y_size);
+ PrepareTexture(U_PLANE_OUTPUT, *packed_uv_size);
+ PrepareTexture(V_PLANE_OUTPUT, *packed_uv_size);
+
+ /////////////////////////////////////////
+ // Pass 1: RGB --(scaled)--> YYYY + UUVV
+ PrepareFramebuffer();
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame_buffer_);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ texture_target_, textures_[Y_PLANE_OUTPUT], 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
+ texture_target_, textures_[UUVV_INTERMEDIATE], 0);
+ DCHECK(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) ==
+ GL_FRAMEBUFFER_COMPLETE_EXT);
+ glDrawBuffers(2, kColorAttachments);
+
+ // Read from |src_texture|. Enable bilinear filtering only if scaling is
+ // required. The filtering will take place entirely in the first pass.
+ glBindTexture(texture_target_, src_texture);
+ SetTextureParameters(
+ texture_target_, src_subrect.size() == dst_size ? GL_NEAREST : GL_LINEAR,
+ GL_CLAMP_TO_EDGE);
+
+ // Use the first-pass shader program and draw the scene.
+ const bool prepared_pass_1 = shader_program_cache_->UseRGBToYV12Program(
+ 1,
+ static_cast<float>(src_subrect.width()) / dst_size.width());
+ DCHECK(prepared_pass_1);
+ SetTransformationsForOffScreenRendering(*packed_y_size);
+ DrawQuad(src_subrect.x(), src_subrect.y(),
+ ((packed_y_size->width() * 4.0f) / dst_size.width()) *
+ src_subrect.width(),
+ src_subrect.height(),
+ src_texture_needs_y_flip_,
+ packed_y_size->width(), packed_y_size->height());
+
+ /////////////////////////////////////////
+ // Pass 2: UUVV -> UUUU + VVVV
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ texture_target_, textures_[U_PLANE_OUTPUT], 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
+ texture_target_, textures_[V_PLANE_OUTPUT], 0);
+ DCHECK(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) ==
+ GL_FRAMEBUFFER_COMPLETE_EXT);
+
+ // Read from the intermediate UUVV texture. The second pass uses bilinear
+ // minification to achieve vertical scaling, so enable it always.
+ glBindTexture(texture_target_, textures_[UUVV_INTERMEDIATE]);
+ SetTextureParameters(texture_target_, GL_LINEAR, GL_CLAMP_TO_EDGE);
+
+ // Use the second-pass shader program and draw the scene.
+ const bool prepared_pass_2 =
+ shader_program_cache_->UseRGBToYV12Program(2, 1.0f);
+ DCHECK(prepared_pass_2);
+ SetTransformationsForOffScreenRendering(*packed_uv_size);
+ DrawQuad(0.0f, 0.0f,
+ packed_uv_size->width() * 2.0f,
+ packed_uv_size->height() * 2.0f,
+ false,
+ packed_uv_size->width(), packed_uv_size->height());
+ glUseProgram(0);
+
+ // Before leaving, put back to drawing to a single rendering output.
+ glDrawBuffers(1, kColorAttachments);
+
+ glBindTexture(texture_target_, 0);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+
+ *texture_y = textures_[Y_PLANE_OUTPUT];
+ *texture_u = textures_[U_PLANE_OUTPUT];
+ *texture_v = textures_[V_PLANE_OUTPUT];
+ return true;
+}
+
+void CompositingIOSurfaceTransformer::PrepareTexture(
+ CachedTexture which, const gfx::Size& size) {
+ DCHECK_GE(which, 0);
+ DCHECK_LT(which, NUM_CACHED_TEXTURES);
+ DCHECK(!size.IsEmpty());
+
+ if (!textures_[which]) {
+ glGenTextures(1, &textures_[which]);
+ DCHECK_NE(textures_[which], 0u);
+ texture_sizes_[which] = gfx::Size();
+ }
+
+ // Re-allocate the texture if its size has changed since last use.
+ if (texture_sizes_[which] != size) {
+ TRACE_EVENT2("gpu", "Resize Texture",
+ "which", which,
+ "new_size", size.ToString());
+ glBindTexture(texture_target_, textures_[which]);
+ glTexImage2D(texture_target_, 0, GL_RGBA, size.width(), size.height(), 0,
+ GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
+ texture_sizes_[which] = size;
+ }
+}
+
+void CompositingIOSurfaceTransformer::PrepareFramebuffer() {
+ if (!frame_buffer_) {
+ glGenFramebuffersEXT(1, &frame_buffer_);
+ DCHECK_NE(frame_buffer_, 0u);
+ }
+}
+
+} // namespace content

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