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Side by Side Diff: content/renderer/gpu/compositor_output_canvas_3d_to_2d_adapter.cc

Issue 10873099: Flag and adapter class for software compositing. (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Created 8 years, 3 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 "content/renderer/gpu/compositor_output_canvas_3d_to_2d_adapter.h"
6
7 #include "base/logging.h"
8 #include "third_party/skia/include/core/SkBitmap.h"
9 #include "third_party/skia/include/core/SkPixelRef.h"
10 #include "third_party/skia/include/core/SkDevice.h"
11 #include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3 D.h"
12 #include "third_party/WebKit/Source/Platform/chromium/public/WebSize.h"
13
14 #include <GLES2/gl2.h>
15
16 using WebKit::WebImage;
17 using WebKit::WebGraphicsContext3D;
18 using WebKit::WebSize;
19
20 //------------------------------------------------------------------------------
21
22 CompositorOutputCanvas3DTo2DAdapter::CompositorOutputCanvas3DTo2DAdapter(
23 WebGraphicsContext3D* context3D)
24 : initialized_(false)
25 , context3d_(context3D) {
piman 2012/08/28 03:31:57 nit: style CompositorOutputCanvas3DTo2DAdapter::C
aelias_OOO_until_Jul13 2012/08/28 23:10:58 Done.
26 }
27
28 CompositorOutputCanvas3DTo2DAdapter::~CompositorOutputCanvas3DTo2DAdapter() {
29 }
30
31 WebImage* CompositorOutputCanvas3DTo2DAdapter::lock() {
32 if (!initialized_)
piman 2012/08/28 03:31:57 you could also make Initialize() explicit when the
aelias_OOO_until_Jul13 2012/08/28 23:10:58 I'd rather not introduce a new API. But I moved t
piman 2012/08/28 23:26:59 I was really thinking, CompositorOutputSurface can
aelias_OOO_until_Jul13 2012/08/28 23:53:11 I'd also like CompositorOutputSurface to stay indi
33 initGLAdapter();
34
35 image_ = device_->accessBitmap(true);
36 return &image_;
37 }
38
39 void CompositorOutputCanvas3DTo2DAdapter::unlockAndOutputFrame() {
40 frameDrawGLAdapter(device_->accessBitmap(false).pixelRef()->pixels());
41 image_.reset();
42 }
43
44 void CompositorOutputCanvas3DTo2DAdapter::viewportChanged(const WebSize& size) {
45 if (framebufferTextureSize_ != gfx::Size(size))
46 textureGLAdapter(size);
47 }
48
49 void CompositorOutputCanvas3DTo2DAdapter::initGLAdapter() {
50 static const char g_vertex_shader[] =
51 "attribute vec4 a_Position;"
52 "attribute vec2 a_texCoord;"
53 "varying vec2 v_texCoord;"
54 "void main() {"
55 " gl_Position = a_Position;"
56 " v_texCoord = a_texCoord;"
57 "}";
58
59 // Minimal texture mapping pixel shader, swizzling appropriately.
60 static const char g_fragment_shader[] =
61 "precision mediump float;"
62 "varying vec2 v_texCoord;"
63 "uniform sampler2D s_texture;"
64 "void main() {"
65 " gl_FragColor = texture2D(s_texture, v_texCoord).bgra;"
66 "}";
67
68 const GLfloat attribs[] = {
69 -1.0f, -1.0f,
70 1.0f, -1.0f,
71 -1.0f, 1.0f,
72 1.0f, 1.0f,
73 0.0f, 0.0f,
74 1.0f, 0.0f,
75 0.0f, 1.0f,
76 1.0f, 1.0f };
77
78 context3d_->makeContextCurrent();
79
80 vertex_buffer_ = context3d_->createBuffer();
piman 2012/08/28 03:31:57 We will need to release all resources: VBOs, shade
aelias_OOO_until_Jul13 2012/08/28 23:10:58 I added some cleanup stuff in the destructor. But
piman 2012/08/28 23:26:59 Most of the time, if we only have one tab in the r
81 context3d_->bindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
82 context3d_->bufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), attribs,
83 GL_STATIC_DRAW);
84
85 vertex_shader_ = context3d_->createShader(GL_VERTEX_SHADER);
86 context3d_->shaderSource(vertex_shader_, g_vertex_shader);
87 context3d_->compileShader(vertex_shader_);
88
89 fragment_shader_ = context3d_->createShader(GL_FRAGMENT_SHADER);
90 context3d_->shaderSource(fragment_shader_, g_fragment_shader);
91 context3d_->compileShader(fragment_shader_);
92
93 program_ = context3d_->createProgram();
94 context3d_->attachShader(program_, vertex_shader_);
95 context3d_->attachShader(program_, fragment_shader_);
96 context3d_->linkProgram(program_);
97
98 texture_uniform_ = context3d_->getUniformLocation(program_, "s_texture");
piman 2012/08/28 03:31:57 you can set all the program state at this point, s
99
100 initialized_ = true;
101 }
102
103 void CompositorOutputCanvas3DTo2DAdapter::textureGLAdapter(
104 const gfx::Size& viewportSize) {
105 framebufferTextureSize_ = viewportSize;
106 device_.reset(new SkDevice(SkBitmap::kARGB_8888_Config,
107 viewportSize.width(), viewportSize.height(), true));
108
109 context3d_->makeContextCurrent();
110 context3d_->ensureFramebufferCHROMIUM();
111 framebufferTextureId_ = context3d_->createTexture();
112 context3d_->bindTexture(GL_TEXTURE_2D, framebufferTextureId_);
113 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
114 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
115 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
116 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
117
118 context3d_->viewport(0, 0, viewportSize.width(), viewportSize.height());
119 context3d_->reshape(viewportSize.width(), viewportSize.height());
120 }
121
122 void CompositorOutputCanvas3DTo2DAdapter::frameDrawGLAdapter(void* pixels) {
123 if (program_ == GL_ZERO)
piman 2012/08/28 03:31:57 if (!program_)
aelias_OOO_until_Jul13 2012/08/28 23:10:58 Done.
124 NOTREACHED();
125 if (framebufferTextureId_ == GL_ZERO)
piman 2012/08/28 03:31:57 if (!framebuffer_texture_id_)
aelias_OOO_until_Jul13 2012/08/28 23:10:58 Done.
126 NOTREACHED();
127
128 context3d_->makeContextCurrent();
129 context3d_->ensureFramebufferCHROMIUM();
130 context3d_->clearColor(0, 0, 1, 1);
131 context3d_->disable(GL_SCISSOR_TEST);
piman 2012/08/28 03:31:57 move to Initialize()
aelias_OOO_until_Jul13 2012/08/28 23:10:58 Moved it all to Initialize().
132 context3d_->clear(GL_COLOR_BUFFER_BIT);
133
134 context3d_->activeTexture(GL_TEXTURE0);
piman 2012/08/28 03:31:57 move to Initialize() (actually, it's redundant, TE
135 context3d_->bindTexture(GL_TEXTURE_2D, framebufferTextureId_);
piman 2012/08/28 03:31:57 redundant
136 context3d_->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
137 framebufferTextureSize_.width(), framebufferTextureSize_.height(),
138 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
139
140 context3d_->useProgram(program_);
piman 2012/08/28 03:31:57 move to Initialize()
141 context3d_->uniform1i(texture_uniform_, 0);
piman 2012/08/28 03:31:57 move to Initialize()
142 context3d_->activeTexture(GL_TEXTURE0);
piman 2012/08/28 03:31:57 redundant
143 context3d_->bindTexture(GL_TEXTURE_2D, framebufferTextureId_);
piman 2012/08/28 03:31:57 redundant
144
145 context3d_->bindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
146 context3d_->enableVertexAttribArray(0);
147 context3d_->vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
148 context3d_->bindAttribLocation(program_, 0, "a_Position");
149 context3d_->enableVertexAttribArray(1);
150 context3d_->vertexAttribPointer(
151 1, 2, GL_FLOAT, GL_FALSE, 0, 8 * sizeof(GLfloat));
152 context3d_->bindAttribLocation(program_, 1, "a_texCoord");
piman 2012/08/28 03:31:57 Just move all the attrib binding to Initialize. No
153
154 context3d_->drawArrays(GL_TRIANGLE_STRIP, 0, 4);
155
156 context3d_->prepareTexture();
157 }
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