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| 1 // Copyright 2014 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. |
| 4 |
| 5 #include "content/browser/compositor/buffer_queue.h" |
| 6 |
| 7 #include "content/common/gpu/client/context_provider_command_buffer.h" |
| 8 #include "gpu/GLES2/gl2extchromium.h" |
| 9 #include "gpu/command_buffer/client/gles2_interface.h" |
| 10 |
| 11 namespace content { |
| 12 |
| 13 BufferQueue::BufferQueue(scoped_refptr<cc::ContextProvider> context_provider, |
| 14 unsigned int internalformat) |
| 15 : context_provider_(context_provider), |
| 16 fbo_(0), |
| 17 allocated_count_(0), |
| 18 internalformat_(internalformat) { |
| 19 } |
| 20 |
| 21 BufferQueue::~BufferQueue() { |
| 22 FreeAllSurfaces(); |
| 23 |
| 24 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL(); |
| 25 if (fbo_) |
| 26 gl->DeleteFramebuffers(1, &fbo_); |
| 27 } |
| 28 |
| 29 bool BufferQueue::Initialize() { |
| 30 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL(); |
| 31 gl->GenFramebuffers(1, &fbo_); |
| 32 return fbo_ != 0; |
| 33 } |
| 34 |
| 35 void BufferQueue::BindFramebuffer() { |
| 36 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL(); |
| 37 gl->BindFramebuffer(GL_FRAMEBUFFER, fbo_); |
| 38 |
| 39 if (!current_surface_.texture) { |
| 40 current_surface_ = GetNextSurface(); |
| 41 gl->FramebufferTexture2D(GL_FRAMEBUFFER, |
| 42 GL_COLOR_ATTACHMENT0, |
| 43 GL_TEXTURE_2D, |
| 44 current_surface_.texture, |
| 45 0); |
| 46 } |
| 47 } |
| 48 |
| 49 void BufferQueue::SwapBuffers() { |
| 50 in_flight_surfaces_.push(current_surface_); |
| 51 current_surface_.texture = 0; |
| 52 current_surface_.image = 0; |
| 53 } |
| 54 |
| 55 void BufferQueue::Reshape(const gfx::Size& size, float scale_factor) { |
| 56 DCHECK(!current_surface_.texture); |
| 57 if (size == size_) |
| 58 return; |
| 59 size_ = size; |
| 60 |
| 61 // TODO: add stencil buffer when needed. |
| 62 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL(); |
| 63 gl->BindFramebuffer(GL_FRAMEBUFFER, fbo_); |
| 64 gl->FramebufferTexture2D( |
| 65 GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); |
| 66 |
| 67 FreeAllSurfaces(); |
| 68 } |
| 69 |
| 70 void BufferQueue::PageFlipComplete() { |
| 71 if (in_flight_surfaces_.size() > 1) { |
| 72 available_surfaces_.push_back(in_flight_surfaces_.front()); |
| 73 in_flight_surfaces_.pop(); |
| 74 } |
| 75 } |
| 76 |
| 77 void BufferQueue::FreeAllSurfaces() { |
| 78 FreeSurface(¤t_surface_); |
| 79 while (!in_flight_surfaces_.empty()) { |
| 80 FreeSurface(&in_flight_surfaces_.front()); |
| 81 in_flight_surfaces_.pop(); |
| 82 } |
| 83 for (size_t i = 0; i < available_surfaces_.size(); i++) |
| 84 FreeSurface(&available_surfaces_[i]); |
| 85 available_surfaces_.clear(); |
| 86 } |
| 87 |
| 88 void BufferQueue::FreeSurface(AllocatedSurface* surface) { |
| 89 if (surface->texture) { |
| 90 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL(); |
| 91 gl->BindTexture(GL_TEXTURE_2D, surface->texture); |
| 92 gl->ReleaseTexImage2DCHROMIUM(GL_TEXTURE_2D, surface->image); |
| 93 gl->DeleteTextures(1, &surface->texture); |
| 94 gl->DestroyImageCHROMIUM(surface->image); |
| 95 surface->image = 0; |
| 96 surface->texture = 0; |
| 97 allocated_count_--; |
| 98 } |
| 99 } |
| 100 |
| 101 BufferQueue::AllocatedSurface BufferQueue::GetNextSurface() { |
| 102 if (!available_surfaces_.empty()) { |
| 103 AllocatedSurface id = available_surfaces_.back(); |
| 104 available_surfaces_.pop_back(); |
| 105 return id; |
| 106 } |
| 107 |
| 108 unsigned int texture = 0; |
| 109 gpu::gles2::GLES2Interface* gl = context_provider_->ContextGL(); |
| 110 gl->GenTextures(1, &texture); |
| 111 if (!texture) |
| 112 return AllocatedSurface(); |
| 113 |
| 114 // We don't want to allow anything more than triple buffering. |
| 115 DCHECK_LT(allocated_count_, 4U); |
| 116 |
| 117 unsigned int id = context_provider_->ContextGL()->CreateImageCHROMIUM( |
| 118 size_.width(), |
| 119 size_.height(), |
| 120 internalformat_, |
| 121 GL_IMAGE_SCANOUT_CHROMIUM); |
| 122 allocated_count_++; |
| 123 gl->BindTexture(GL_TEXTURE_2D, texture); |
| 124 gl->BindTexImage2DCHROMIUM(GL_TEXTURE_2D, id); |
| 125 return AllocatedSurface(texture, id); |
| 126 } |
| 127 |
| 128 } // namespace content |
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