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Side by Side Diff: gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc

Issue 10078006: Revert 132934 - this change seems to break many webgl related layout tests (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 8 years, 8 months ago
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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
3 // found in the LICENSE file.
4
5 #include "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h"
6
7 #include "base/basictypes.h"
8 #include "gpu/command_buffer/common/types.h"
9 #include "gpu/command_buffer/service/gl_utils.h"
10
11 #define SHADER0(Src) #Src
12 #define SHADER(Src) SHADER0(Src)
13
14 namespace {
15
16 const GLfloat kQuadVertices[] = { -1.0f, -1.0f, 0.0f, 1.0f,
17 1.0f, -1.0f, 0.0f, 1.0f,
18 1.0f, 1.0f, 0.0f, 1.0f,
19 -1.0f, 1.0f, 0.0f, 1.0f };
20
21 const GLfloat kTextureCoords[] = { 0.0f, 0.0f,
22 1.0f, 0.0f,
23 1.0f, 1.0f,
24 0.0f, 1.0f };
25
26 const int kNumShaders = 5;
27 enum ShaderId {
28 VERTEX_SHADER_POS_TEX,
29 FRAGMENT_SHADER_TEX,
30 FRAGMENT_SHADER_TEX_FLIP_Y,
31 FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA,
32 FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y
33 };
34
35 enum ProgramId {
36 PROGRAM_COPY_TEXTURE,
37 PROGRAM_COPY_TEXTURE_FLIP_Y,
38 PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA,
39 PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY
40 };
41
42 // Returns the correct program to evaluate the copy operation for
43 // the CHROMIUM_flipy and premultiply alpha pixel store settings.
44 ProgramId GetProgram(bool flip_y, bool premultiply_alpha) {
45 if (flip_y && premultiply_alpha)
46 return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY;
47
48 if (flip_y)
49 return PROGRAM_COPY_TEXTURE_FLIP_Y;
50
51 if (premultiply_alpha)
52 return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA;
53
54 return PROGRAM_COPY_TEXTURE;
55 }
56
57 const char* GetShaderSource(ShaderId shader) {
58 switch (shader) {
59 case VERTEX_SHADER_POS_TEX:
60 return SHADER(
61 precision mediump float;
62 attribute vec4 a_position;
63 attribute vec2 a_texCoord;
64 varying vec2 v_uv;
65 void main(void) {
66 gl_Position = a_position;
67 v_uv = a_texCoord;
68 });
69 case FRAGMENT_SHADER_TEX:
70 return SHADER(
71 precision mediump float;
72 uniform sampler2D u_texSampler;
73 varying vec2 v_uv;
74 void main(void) {
75 gl_FragColor = texture2D(u_texSampler, v_uv.st);
76 });
77 case FRAGMENT_SHADER_TEX_FLIP_Y:
78 return SHADER(
79 precision mediump float;
80 uniform sampler2D u_texSampler;
81 varying vec2 v_uv;
82 void main(void) {
83 gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t));
84 });
85 case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA:
86 return SHADER(
87 precision mediump float;
88 uniform sampler2D u_texSampler;
89 varying vec2 v_uv;
90 void main(void) {
91 gl_FragColor = texture2D(u_texSampler, v_uv.st);
92 gl_FragColor.rgb *= gl_FragColor.a;
93 });
94 case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y:
95 return SHADER(
96 precision mediump float;
97 uniform sampler2D u_texSampler;
98 varying vec2 v_uv;
99 void main(void) {
100 gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t));
101 gl_FragColor.rgb *= gl_FragColor.a;
102 });
103 default:
104 return 0;
105 }
106 }
107
108 } // namespace
109
110 void CopyTextureCHROMIUMResourceManager::Initialize() {
111 COMPILE_ASSERT(
112 kVertexPositionAttrib == 0u || kVertexTextureAttrib == 0u,
113 CopyTexture_One_of_these_attribs_must_be_0);
114
115 // Initialize all of the GPU resources required to perform the copy.
116 glGenBuffersARB(2, buffer_ids_);
117 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]);
118 glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices,
119 GL_STATIC_DRAW);
120
121 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]);
122 glBufferData(GL_ARRAY_BUFFER, sizeof(kTextureCoords), kTextureCoords,
123 GL_STATIC_DRAW);
124
125 glGenFramebuffersEXT(1, &framebuffer_);
126
127 GLuint shaders[kNumShaders];
128 for (int shader = 0; shader < kNumShaders; ++shader) {
129 shaders[shader] = glCreateShader(
130 shader == 0 ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
131 const char* shader_source = GetShaderSource(static_cast<ShaderId>(shader));
132 glShaderSource(shaders[shader], 1, &shader_source, 0);
133 glCompileShader(shaders[shader]);
134 #ifndef NDEBUG
135 GLint compile_status;
136 glGetShaderiv(shaders[shader], GL_COMPILE_STATUS, &compile_status);
137 if (GL_TRUE != compile_status)
138 DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure.";
139 #endif
140 }
141
142 for (int program = 0; program < kNumPrograms; ++program) {
143 programs_[program] = glCreateProgram();
144 glAttachShader(programs_[program], shaders[0]);
145 glAttachShader(programs_[program], shaders[program + 1]);
146
147 glBindAttribLocation(programs_[program], kVertexPositionAttrib,
148 "a_position");
149 glBindAttribLocation(programs_[program], kVertexTextureAttrib,
150 "a_texCoord");
151
152 glLinkProgram(programs_[program]);
153 #ifndef NDEBUG
154 GLint linked;
155 glGetProgramiv(programs_[program], GL_LINK_STATUS, &linked);
156 if (!linked)
157 DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure.";
158 #endif
159
160 sampler_locations_[program] = glGetUniformLocation(programs_[program],
161 "u_texSampler");
162
163 }
164
165 for (int shader = 0; shader < kNumShaders; ++shader)
166 glDeleteShader(shaders[shader]);
167
168 initialized_ = true;
169 }
170
171 void CopyTextureCHROMIUMResourceManager::Destroy() {
172 if (!initialized_)
173 return;
174
175 glDeleteFramebuffersEXT(1, &framebuffer_);
176
177 for (int program = 0; program < kNumPrograms; ++program)
178 glDeleteProgram(programs_[program]);
179
180 glDeleteBuffersARB(2, buffer_ids_);
181 }
182
183 void CopyTextureCHROMIUMResourceManager::DoCopyTexture(
184 GLenum target,
185 GLuint source_id,
186 GLuint dest_id,
187 GLint level,
188 bool flip_y,
189 bool premultiply_alpha) {
190 if (!initialized_) {
191 DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager.";
192 return;
193 }
194
195 GLuint program = GetProgram(flip_y, premultiply_alpha);
196 glUseProgram(programs_[program]);
197
198 #ifndef NDEBUG
199 glValidateProgram(programs_[program]);
200 GLint validation_status;
201 glGetProgramiv(programs_[program], GL_VALIDATE_STATUS, &validation_status);
202 if (GL_TRUE != validation_status) {
203 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader.";
204 return;
205 }
206 #endif
207
208 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_);
209 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target,
210 dest_id, level);
211
212 #ifndef NDEBUG
213 GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
214 if (GL_FRAMEBUFFER_COMPLETE != fb_status) {
215 DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer.";
216 return;
217 }
218 #endif
219
220 glEnableVertexAttribArray(kVertexPositionAttrib);
221 glEnableVertexAttribArray(kVertexTextureAttrib);
222
223 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]);
224 glVertexAttribPointer(kVertexPositionAttrib, 4, GL_FLOAT, GL_FALSE,
225 4 * sizeof(GLfloat), 0);
226
227 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]);
228 glVertexAttribPointer(kVertexTextureAttrib, 2, GL_FLOAT, GL_FALSE,
229 2 * sizeof(GLfloat), 0);
230
231 glActiveTexture(GL_TEXTURE0);
232 glUniform1i(sampler_locations_[program], 0);
233
234 glBindTexture(GL_TEXTURE_2D, source_id);
235 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
236 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
237 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
238 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
239
240 glDisable(GL_DEPTH_TEST);
241 glDisable(GL_SCISSOR_TEST);
242 glDisable(GL_STENCIL_TEST);
243 glDisable(GL_CULL_FACE);
244 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
245 glDepthMask(GL_FALSE);
246 glDisable(GL_BLEND);
247
248 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
249 }
250
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