Index: gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc |
=================================================================== |
--- gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc (revision 132957) |
+++ gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc (working copy) |
@@ -1,250 +0,0 @@ |
-// Copyright (c) 2012 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 "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h" |
- |
-#include "base/basictypes.h" |
-#include "gpu/command_buffer/common/types.h" |
-#include "gpu/command_buffer/service/gl_utils.h" |
- |
-#define SHADER0(Src) #Src |
-#define SHADER(Src) SHADER0(Src) |
- |
-namespace { |
- |
-const GLfloat kQuadVertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, |
- 1.0f, -1.0f, 0.0f, 1.0f, |
- 1.0f, 1.0f, 0.0f, 1.0f, |
- -1.0f, 1.0f, 0.0f, 1.0f }; |
- |
-const GLfloat kTextureCoords[] = { 0.0f, 0.0f, |
- 1.0f, 0.0f, |
- 1.0f, 1.0f, |
- 0.0f, 1.0f }; |
- |
-const int kNumShaders = 5; |
-enum ShaderId { |
- VERTEX_SHADER_POS_TEX, |
- FRAGMENT_SHADER_TEX, |
- FRAGMENT_SHADER_TEX_FLIP_Y, |
- FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA, |
- FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y |
-}; |
- |
-enum ProgramId { |
- PROGRAM_COPY_TEXTURE, |
- PROGRAM_COPY_TEXTURE_FLIP_Y, |
- PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA, |
- PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY |
-}; |
- |
-// Returns the correct program to evaluate the copy operation for |
-// the CHROMIUM_flipy and premultiply alpha pixel store settings. |
-ProgramId GetProgram(bool flip_y, bool premultiply_alpha) { |
- if (flip_y && premultiply_alpha) |
- return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY; |
- |
- if (flip_y) |
- return PROGRAM_COPY_TEXTURE_FLIP_Y; |
- |
- if (premultiply_alpha) |
- return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA; |
- |
- return PROGRAM_COPY_TEXTURE; |
-} |
- |
-const char* GetShaderSource(ShaderId shader) { |
- switch (shader) { |
- case VERTEX_SHADER_POS_TEX: |
- return SHADER( |
- precision mediump float; |
- attribute vec4 a_position; |
- attribute vec2 a_texCoord; |
- varying vec2 v_uv; |
- void main(void) { |
- gl_Position = a_position; |
- v_uv = a_texCoord; |
- }); |
- case FRAGMENT_SHADER_TEX: |
- return SHADER( |
- precision mediump float; |
- uniform sampler2D u_texSampler; |
- varying vec2 v_uv; |
- void main(void) { |
- gl_FragColor = texture2D(u_texSampler, v_uv.st); |
- }); |
- case FRAGMENT_SHADER_TEX_FLIP_Y: |
- return SHADER( |
- precision mediump float; |
- uniform sampler2D u_texSampler; |
- varying vec2 v_uv; |
- void main(void) { |
- gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t)); |
- }); |
- case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA: |
- return SHADER( |
- precision mediump float; |
- uniform sampler2D u_texSampler; |
- varying vec2 v_uv; |
- void main(void) { |
- gl_FragColor = texture2D(u_texSampler, v_uv.st); |
- gl_FragColor.rgb *= gl_FragColor.a; |
- }); |
- case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y: |
- return SHADER( |
- precision mediump float; |
- uniform sampler2D u_texSampler; |
- varying vec2 v_uv; |
- void main(void) { |
- gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t)); |
- gl_FragColor.rgb *= gl_FragColor.a; |
- }); |
- default: |
- return 0; |
- } |
-} |
- |
-} // namespace |
- |
-void CopyTextureCHROMIUMResourceManager::Initialize() { |
- COMPILE_ASSERT( |
- kVertexPositionAttrib == 0u || kVertexTextureAttrib == 0u, |
- CopyTexture_One_of_these_attribs_must_be_0); |
- |
- // Initialize all of the GPU resources required to perform the copy. |
- glGenBuffersARB(2, buffer_ids_); |
- glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]); |
- glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, |
- GL_STATIC_DRAW); |
- |
- glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]); |
- glBufferData(GL_ARRAY_BUFFER, sizeof(kTextureCoords), kTextureCoords, |
- GL_STATIC_DRAW); |
- |
- glGenFramebuffersEXT(1, &framebuffer_); |
- |
- GLuint shaders[kNumShaders]; |
- for (int shader = 0; shader < kNumShaders; ++shader) { |
- shaders[shader] = glCreateShader( |
- shader == 0 ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER); |
- const char* shader_source = GetShaderSource(static_cast<ShaderId>(shader)); |
- glShaderSource(shaders[shader], 1, &shader_source, 0); |
- glCompileShader(shaders[shader]); |
-#ifndef NDEBUG |
- GLint compile_status; |
- glGetShaderiv(shaders[shader], GL_COMPILE_STATUS, &compile_status); |
- if (GL_TRUE != compile_status) |
- DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure."; |
-#endif |
- } |
- |
- for (int program = 0; program < kNumPrograms; ++program) { |
- programs_[program] = glCreateProgram(); |
- glAttachShader(programs_[program], shaders[0]); |
- glAttachShader(programs_[program], shaders[program + 1]); |
- |
- glBindAttribLocation(programs_[program], kVertexPositionAttrib, |
- "a_position"); |
- glBindAttribLocation(programs_[program], kVertexTextureAttrib, |
- "a_texCoord"); |
- |
- glLinkProgram(programs_[program]); |
-#ifndef NDEBUG |
- GLint linked; |
- glGetProgramiv(programs_[program], GL_LINK_STATUS, &linked); |
- if (!linked) |
- DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure."; |
-#endif |
- |
- sampler_locations_[program] = glGetUniformLocation(programs_[program], |
- "u_texSampler"); |
- |
- } |
- |
- for (int shader = 0; shader < kNumShaders; ++shader) |
- glDeleteShader(shaders[shader]); |
- |
- initialized_ = true; |
-} |
- |
-void CopyTextureCHROMIUMResourceManager::Destroy() { |
- if (!initialized_) |
- return; |
- |
- glDeleteFramebuffersEXT(1, &framebuffer_); |
- |
- for (int program = 0; program < kNumPrograms; ++program) |
- glDeleteProgram(programs_[program]); |
- |
- glDeleteBuffersARB(2, buffer_ids_); |
-} |
- |
-void CopyTextureCHROMIUMResourceManager::DoCopyTexture( |
- GLenum target, |
- GLuint source_id, |
- GLuint dest_id, |
- GLint level, |
- bool flip_y, |
- bool premultiply_alpha) { |
- if (!initialized_) { |
- DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager."; |
- return; |
- } |
- |
- GLuint program = GetProgram(flip_y, premultiply_alpha); |
- glUseProgram(programs_[program]); |
- |
-#ifndef NDEBUG |
- glValidateProgram(programs_[program]); |
- GLint validation_status; |
- glGetProgramiv(programs_[program], GL_VALIDATE_STATUS, &validation_status); |
- if (GL_TRUE != validation_status) { |
- DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader."; |
- return; |
- } |
-#endif |
- |
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_); |
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, |
- dest_id, level); |
- |
-#ifndef NDEBUG |
- GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); |
- if (GL_FRAMEBUFFER_COMPLETE != fb_status) { |
- DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer."; |
- return; |
- } |
-#endif |
- |
- glEnableVertexAttribArray(kVertexPositionAttrib); |
- glEnableVertexAttribArray(kVertexTextureAttrib); |
- |
- glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]); |
- glVertexAttribPointer(kVertexPositionAttrib, 4, GL_FLOAT, GL_FALSE, |
- 4 * sizeof(GLfloat), 0); |
- |
- glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]); |
- glVertexAttribPointer(kVertexTextureAttrib, 2, GL_FLOAT, GL_FALSE, |
- 2 * sizeof(GLfloat), 0); |
- |
- glActiveTexture(GL_TEXTURE0); |
- glUniform1i(sampler_locations_[program], 0); |
- |
- glBindTexture(GL_TEXTURE_2D, source_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); |
- |
- glDisable(GL_DEPTH_TEST); |
- glDisable(GL_SCISSOR_TEST); |
- glDisable(GL_STENCIL_TEST); |
- glDisable(GL_CULL_FACE); |
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
- glDepthMask(GL_FALSE); |
- glDisable(GL_BLEND); |
- |
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
-} |
- |