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Side by Side Diff: content/renderer/gpu/compositor_software_output_device_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: Rebase Created 8 years, 2 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_software_output_device_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 CompositorSoftwareOutputDeviceGLAdapter::
23 CompositorSoftwareOutputDeviceGLAdapter(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 locked_for_write_(false) {
32 }
33
34 CompositorSoftwareOutputDeviceGLAdapter::
35 ~CompositorSoftwareOutputDeviceGLAdapter() {
36 Destroy();
37 }
38
39 WebImage* CompositorSoftwareOutputDeviceGLAdapter::lock(bool forWrite) {
40 locked_for_write_ = forWrite;
41 image_ = device_->accessBitmap(forWrite);
42 return &image_;
43 }
44
45 void CompositorSoftwareOutputDeviceGLAdapter::unlock() {
46 if (locked_for_write_)
47 Draw(device_->accessBitmap(false).pixelRef()->pixels());
48 image_.reset();
49 }
50
51 void CompositorSoftwareOutputDeviceGLAdapter::didChangeViewportSize(
52 WebSize size) {
53 if (!initialized_)
54 Initialize();
55
56 if (framebuffer_texture_size_ != gfx::Size(size))
57 Resize(size);
58 }
59
60 void CompositorSoftwareOutputDeviceGLAdapter::Initialize() {
61 // Vertex shader that flips the y axis.
62 static const char g_vertex_shader[] =
63 "attribute vec4 a_Position;"
64 "attribute vec2 a_texCoord;"
65 "varying vec2 v_texCoord;"
66 "void main() {"
67 " gl_Position = a_Position;"
68 " gl_Position.y = -gl_Position.y;"
69 " v_texCoord = a_texCoord;"
70 "}";
71
72 // Pixel shader that swizzles RGBA -> BGRA.
73 static const char g_fragment_shader[] =
74 "precision mediump float;"
75 "varying vec2 v_texCoord;"
76 "uniform sampler2D s_texture;"
77 "void main() {"
78 " gl_FragColor = texture2D(s_texture, v_texCoord).bgra;"
79 "}";
80
81 const GLfloat attribs[] = {
82 -1.0f, -1.0f,
83 1.0f, -1.0f,
84 -1.0f, 1.0f,
85 1.0f, 1.0f,
86 0.0f, 0.0f,
87 1.0f, 0.0f,
88 0.0f, 1.0f,
89 1.0f, 1.0f
90 };
91
92 context3d_->makeContextCurrent();
93
94 vertex_shader_ = context3d_->createShader(GL_VERTEX_SHADER);
95 context3d_->shaderSource(vertex_shader_, g_vertex_shader);
96 context3d_->compileShader(vertex_shader_);
97
98 fragment_shader_ = context3d_->createShader(GL_FRAGMENT_SHADER);
99 context3d_->shaderSource(fragment_shader_, g_fragment_shader);
100 context3d_->compileShader(fragment_shader_);
101
102 program_ = context3d_->createProgram();
103 context3d_->attachShader(program_, vertex_shader_);
104 context3d_->attachShader(program_, fragment_shader_);
105
106 vertex_buffer_ = context3d_->createBuffer();
107 context3d_->bindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
108 context3d_->bufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), attribs,
109 GL_STATIC_DRAW);
110 context3d_->enableVertexAttribArray(0);
111 context3d_->vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
112 context3d_->bindAttribLocation(program_, 0, "a_Position");
113 context3d_->enableVertexAttribArray(1);
114 context3d_->vertexAttribPointer(
115 1, 2, GL_FLOAT, GL_FALSE, 0, 8 * sizeof(GLfloat));
116 context3d_->bindAttribLocation(program_, 1, "a_texCoord");
117
118 context3d_->linkProgram(program_);
119 context3d_->useProgram(program_);
120
121 int texture_uniform = context3d_->getUniformLocation(program_, "s_texture");
122 context3d_->uniform1i(texture_uniform, 0);
123 context3d_->disable(GL_SCISSOR_TEST);
124 context3d_->clearColor(0, 0, 1, 1);
125
126 initialized_ = true;
127 }
128
129 void CompositorSoftwareOutputDeviceGLAdapter::Destroy() {
130 if (!initialized_)
131 return;
132
133 context3d_->makeContextCurrent();
134 context3d_->deleteShader(vertex_shader_);
135 context3d_->deleteShader(fragment_shader_);
136 context3d_->deleteProgram(program_);
137 context3d_->deleteBuffer(vertex_buffer_);
138 if (framebuffer_texture_id_)
139 context3d_->deleteTexture(framebuffer_texture_id_);
140 }
141
142 void CompositorSoftwareOutputDeviceGLAdapter::Resize(
143 const gfx::Size& viewport_size) {
144 framebuffer_texture_size_ = viewport_size;
145 device_.reset(new SkDevice(SkBitmap::kARGB_8888_Config,
146 viewport_size.width(), viewport_size.height(), true));
147
148 context3d_->makeContextCurrent();
149 context3d_->ensureFramebufferCHROMIUM();
150 framebuffer_texture_id_ = context3d_->createTexture();
151 context3d_->bindTexture(GL_TEXTURE_2D, framebuffer_texture_id_);
152 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
153 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
154 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
155 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
156
157 context3d_->viewport(0, 0, viewport_size.width(), viewport_size.height());
158 context3d_->reshape(viewport_size.width(), viewport_size.height());
159 }
160
161 void CompositorSoftwareOutputDeviceGLAdapter::Draw(void* pixels) {
162 if (!initialized_)
163 NOTREACHED();
164 if (!framebuffer_texture_id_)
165 NOTREACHED();
166
167 context3d_->makeContextCurrent();
168 context3d_->ensureFramebufferCHROMIUM();
169 context3d_->clear(GL_COLOR_BUFFER_BIT);
170
171 context3d_->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
172 framebuffer_texture_size_.width(), framebuffer_texture_size_.height(),
173 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
174
175 context3d_->drawArrays(GL_TRIANGLE_STRIP, 0, 4);
176
177 context3d_->prepareTexture();
178 }
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