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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: Apply comments and rename everything to "Software" 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 (framebufferTextureSize_ != 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 };
piman 2012/08/28 23:26:59 nit: }; on next line.
85
86 context3d_->makeContextCurrent();
87
88 vertex_shader_ = context3d_->createShader(GL_VERTEX_SHADER);
89 context3d_->shaderSource(vertex_shader_, g_vertex_shader);
90 context3d_->compileShader(vertex_shader_);
91
92 fragment_shader_ = context3d_->createShader(GL_FRAGMENT_SHADER);
93 context3d_->shaderSource(fragment_shader_, g_fragment_shader);
94 context3d_->compileShader(fragment_shader_);
95
96 program_ = context3d_->createProgram();
97 context3d_->attachShader(program_, vertex_shader_);
98 context3d_->attachShader(program_, fragment_shader_);
99 context3d_->linkProgram(program_);
100
101 context3d_->useProgram(program_);
102
103 int texture_uniform = context3d_->getUniformLocation(program_, "s_texture");
104 context3d_->uniform1i(texture_uniform, 0);
105 vertex_buffer_ = context3d_->createBuffer();
106 context3d_->bindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
107 context3d_->bufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), attribs,
108 GL_STATIC_DRAW);
109 context3d_->enableVertexAttribArray(0);
110 context3d_->vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
111 context3d_->bindAttribLocation(program_, 0, "a_Position");
piman 2012/08/28 23:26:59 The bindAttribLocation calls need to happen before
aelias_OOO_until_Jul13 2012/08/28 23:53:11 Done.
112 context3d_->enableVertexAttribArray(1);
113 context3d_->vertexAttribPointer(
114 1, 2, GL_FLOAT, GL_FALSE, 0, 8 * sizeof(GLfloat));
115 context3d_->bindAttribLocation(program_, 1, "a_texCoord");
piman 2012/08/28 23:26:59 This one too.
116
117 context3d_->disable(GL_SCISSOR_TEST);
118
119 initialized_ = true;
120 }
121
122 void CompositorOutputSurfaceSoftwareGLAdapter::Destroy() {
123 if (!initialized_)
124 return;
125
126 context3d_->makeContextCurrent();
127 context3d_->deleteShader(vertex_shader_);
128 context3d_->deleteShader(fragment_shader_);
129 context3d_->deleteProgram(program_);
130 context3d_->deleteBuffer(vertex_buffer_);
131 if (framebuffer_texture_id_)
132 context3d_->deleteTexture(framebuffer_texture_id_);
133 }
134
135 void CompositorOutputSurfaceSoftwareGLAdapter::Resize(
136 const gfx::Size& viewportSize) {
piman 2012/08/28 23:26:59 nit: viewport_size
137 framebufferTextureSize_ = viewportSize;
138 device_.reset(new SkDevice(SkBitmap::kARGB_8888_Config,
139 viewportSize.width(), viewportSize.height(), true));
140
141 context3d_->makeContextCurrent();
142 context3d_->ensureFramebufferCHROMIUM();
143 framebuffer_texture_id_ = context3d_->createTexture();
144 context3d_->bindTexture(GL_TEXTURE_2D, framebuffer_texture_id_);
145 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
146 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
147 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
148 context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
149
150 context3d_->viewport(0, 0, viewportSize.width(), viewportSize.height());
151 context3d_->reshape(viewportSize.width(), viewportSize.height());
152 }
153
154 void CompositorOutputSurfaceSoftwareGLAdapter::Draw(void* pixels) {
155 if (!initialized_)
156 NOTREACHED();
157 if (!framebuffer_texture_id_)
158 NOTREACHED();
159
160 context3d_->makeContextCurrent();
161 context3d_->ensureFramebufferCHROMIUM();
162 context3d_->clearColor(0, 0, 1, 1);
piman 2012/08/28 23:26:59 you can move this one in Initialize() too.
aelias_OOO_until_Jul13 2012/08/28 23:53:11 Done.
163 context3d_->clear(GL_COLOR_BUFFER_BIT);
164
165 context3d_->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
166 framebufferTextureSize_.width(), framebufferTextureSize_.height(),
167 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
168
169 context3d_->drawArrays(GL_TRIANGLE_STRIP, 0, 4);
170
171 context3d_->prepareTexture();
172 }
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