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

Issue 10873099: Flag and adapter class for software compositing. (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Applied review comments 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_surface_software_gl_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 CompositorOutputSurfaceSoftwareGLAdapter::
23 CompositorOutputSurfaceSoftwareGLAdapter(WebGraphicsContext3D* context3D)
24 : initialized_(false),
25 program_(0),
26 vertex_shader_(0),
27 fragment_shader_(0),
28 vertex_buffer_(0),
29 framebuffer_texture_id_(0),
30 context3d_(context3D) {
31 }
32
33 CompositorOutputSurfaceSoftwareGLAdapter::
34 ~CompositorOutputSurfaceSoftwareGLAdapter() {
35 Destroy();
36 }
37
38 WebImage* CompositorOutputSurfaceSoftwareGLAdapter::lock() {
39 image_ = device_->accessBitmap(true);
40 return &image_;
41 }
42
43 void CompositorOutputSurfaceSoftwareGLAdapter::unlockAndOutputFrame() {
44 Draw(device_->accessBitmap(false).pixelRef()->pixels());
45 image_.reset();
46 }
47
48 void CompositorOutputSurfaceSoftwareGLAdapter::viewportChanged(
49 const WebSize& size) {
50 if (!initialized_)
51 Initialize();
52
53 if (framebuffer_texture_size_ != gfx::Size(size))
54 Resize(size);
55 }
56
57 void CompositorOutputSurfaceSoftwareGLAdapter::Initialize() {
58 static const char g_vertex_shader[] =
59 "attribute vec4 a_Position;"
60 "attribute vec2 a_texCoord;"
61 "varying vec2 v_texCoord;"
62 "void main() {"
63 " gl_Position = a_Position;"
64 " v_texCoord = a_texCoord;"
65 "}";
66
67 // Minimal texture mapping pixel shader, swizzling appropriately.
68 static const char g_fragment_shader[] =
69 "precision mediump float;"
70 "varying vec2 v_texCoord;"
71 "uniform sampler2D s_texture;"
72 "void main() {"
73 " gl_FragColor = texture2D(s_texture, v_texCoord).bgra;"
74 "}";
75
76 const GLfloat attribs[] = {
77 -1.0f, -1.0f,
78 1.0f, -1.0f,
79 -1.0f, 1.0f,
80 1.0f, 1.0f,
81 0.0f, 0.0f,
82 1.0f, 0.0f,
83 0.0f, 1.0f,
84 1.0f, 1.0f
85 };
86
87 context3d_->makeContextCurrent();
88
89 vertex_shader_ = context3d_->createShader(GL_VERTEX_SHADER);
90 context3d_->shaderSource(vertex_shader_, g_vertex_shader);
91 context3d_->compileShader(vertex_shader_);
92
93 fragment_shader_ = context3d_->createShader(GL_FRAGMENT_SHADER);
94 context3d_->shaderSource(fragment_shader_, g_fragment_shader);
95 context3d_->compileShader(fragment_shader_);
96
97 program_ = context3d_->createProgram();
98 context3d_->attachShader(program_, vertex_shader_);
99 context3d_->attachShader(program_, fragment_shader_);
100
101 vertex_buffer_ = context3d_->createBuffer();
102 context3d_->bindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
103 context3d_->bufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), attribs,
104 GL_STATIC_DRAW);
105 context3d_->enableVertexAttribArray(0);
106 context3d_->vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
107 context3d_->bindAttribLocation(program_, 0, "a_Position");
108 context3d_->enableVertexAttribArray(1);
109 context3d_->vertexAttribPointer(
110 1, 2, GL_FLOAT, GL_FALSE, 0, 8 * sizeof(GLfloat));
111 context3d_->bindAttribLocation(program_, 1, "a_texCoord");
112
113 context3d_->linkProgram(program_);
114 context3d_->useProgram(program_);
115
116 int texture_uniform = context3d_->getUniformLocation(program_, "s_texture");
117 context3d_->uniform1i(texture_uniform, 0);
118 context3d_->disable(GL_SCISSOR_TEST);
119 context3d_->clearColor(0, 0, 1, 1);
120
121 initialized_ = true;
122 }
123
124 void CompositorOutputSurfaceSoftwareGLAdapter::Destroy() {
125 if (!initialized_)
126 return;
127
128 context3d_->makeContextCurrent();
129 context3d_->deleteShader(vertex_shader_);
130 context3d_->deleteShader(fragment_shader_);
131 context3d_->deleteProgram(program_);
132 context3d_->deleteBuffer(vertex_buffer_);
133 if (framebuffer_texture_id_)
134 context3d_->deleteTexture(framebuffer_texture_id_);
135 }
136
137 void CompositorOutputSurfaceSoftwareGLAdapter::Resize(
138 const gfx::Size& viewport_size) {
139 framebuffer_texture_size_ = viewport_size;
140 device_.reset(new SkDevice(SkBitmap::kARGB_8888_Config,
141 viewport_size.width(), viewport_size.height(), true));
142
143 context3d_->makeContextCurrent();
144 context3d_->ensureFramebufferCHROMIUM();
145 framebuffer_texture_id_ = context3d_->createTexture();
146 context3d_->bindTexture(GL_TEXTURE_2D, framebuffer_texture_id_);
147 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
148 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
149 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
150 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
151
152 context3d_->viewport(0, 0, viewport_size.width(), viewport_size.height());
153 context3d_->reshape(viewport_size.width(), viewport_size.height());
154 }
155
156 void CompositorOutputSurfaceSoftwareGLAdapter::Draw(void* pixels) {
157 if (!initialized_)
158 NOTREACHED();
159 if (!framebuffer_texture_id_)
160 NOTREACHED();
161
162 context3d_->makeContextCurrent();
163 context3d_->ensureFramebufferCHROMIUM();
164 context3d_->clear(GL_COLOR_BUFFER_BIT);
165
166 context3d_->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
167 framebuffer_texture_size_.width(), framebuffer_texture_size_.height(),
168 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
169
170 context3d_->drawArrays(GL_TRIANGLE_STRIP, 0, 4);
171
172 context3d_->prepareTexture();
173 }
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