Chromium Code Reviews| Index: content/renderer/gpu/compositor_output_canvas_3d_to_2d_adapter.cc |
| diff --git a/content/renderer/gpu/compositor_output_canvas_3d_to_2d_adapter.cc b/content/renderer/gpu/compositor_output_canvas_3d_to_2d_adapter.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..d8a0d4a7dc31e53682d2114c60186030976d6db5 |
| --- /dev/null |
| +++ b/content/renderer/gpu/compositor_output_canvas_3d_to_2d_adapter.cc |
| @@ -0,0 +1,157 @@ |
| +// 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 "content/renderer/gpu/compositor_output_canvas_3d_to_2d_adapter.h" |
| + |
| +#include "base/logging.h" |
| +#include "third_party/skia/include/core/SkBitmap.h" |
| +#include "third_party/skia/include/core/SkPixelRef.h" |
| +#include "third_party/skia/include/core/SkDevice.h" |
| +#include "third_party/WebKit/Source/Platform/chromium/public/WebGraphicsContext3D.h" |
| +#include "third_party/WebKit/Source/Platform/chromium/public/WebSize.h" |
| + |
| +#include <GLES2/gl2.h> |
| + |
| +using WebKit::WebImage; |
| +using WebKit::WebGraphicsContext3D; |
| +using WebKit::WebSize; |
| + |
| +//------------------------------------------------------------------------------ |
| + |
| +CompositorOutputCanvas3DTo2DAdapter::CompositorOutputCanvas3DTo2DAdapter( |
| + WebGraphicsContext3D* context3D) |
| + : initialized_(false) |
| + , context3d_(context3D) { |
|
piman
2012/08/28 03:31:57
nit: style
CompositorOutputCanvas3DTo2DAdapter::C
aelias_OOO_until_Jul13
2012/08/28 23:10:58
Done.
|
| +} |
| + |
| +CompositorOutputCanvas3DTo2DAdapter::~CompositorOutputCanvas3DTo2DAdapter() { |
| +} |
| + |
| +WebImage* CompositorOutputCanvas3DTo2DAdapter::lock() { |
| + 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
|
| + initGLAdapter(); |
| + |
| + image_ = device_->accessBitmap(true); |
| + return &image_; |
| +} |
| + |
| +void CompositorOutputCanvas3DTo2DAdapter::unlockAndOutputFrame() { |
| + frameDrawGLAdapter(device_->accessBitmap(false).pixelRef()->pixels()); |
| + image_.reset(); |
| +} |
| + |
| +void CompositorOutputCanvas3DTo2DAdapter::viewportChanged(const WebSize& size) { |
| + if (framebufferTextureSize_ != gfx::Size(size)) |
| + textureGLAdapter(size); |
| +} |
| + |
| +void CompositorOutputCanvas3DTo2DAdapter::initGLAdapter() { |
| + static const char g_vertex_shader[] = |
| + "attribute vec4 a_Position;" |
| + "attribute vec2 a_texCoord;" |
| + "varying vec2 v_texCoord;" |
| + "void main() {" |
| + " gl_Position = a_Position;" |
| + " v_texCoord = a_texCoord;" |
| + "}"; |
| + |
| + // Minimal texture mapping pixel shader, swizzling appropriately. |
| + static const char g_fragment_shader[] = |
| + "precision mediump float;" |
| + "varying vec2 v_texCoord;" |
| + "uniform sampler2D s_texture;" |
| + "void main() {" |
| + " gl_FragColor = texture2D(s_texture, v_texCoord).bgra;" |
| + "}"; |
| + |
| + const GLfloat attribs[] = { |
| + -1.0f, -1.0f, |
| + 1.0f, -1.0f, |
| + -1.0f, 1.0f, |
| + 1.0f, 1.0f, |
| + 0.0f, 0.0f, |
| + 1.0f, 0.0f, |
| + 0.0f, 1.0f, |
| + 1.0f, 1.0f }; |
| + |
| + context3d_->makeContextCurrent(); |
| + |
| + 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
|
| + context3d_->bindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); |
| + context3d_->bufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), attribs, |
| + GL_STATIC_DRAW); |
| + |
| + vertex_shader_ = context3d_->createShader(GL_VERTEX_SHADER); |
| + context3d_->shaderSource(vertex_shader_, g_vertex_shader); |
| + context3d_->compileShader(vertex_shader_); |
| + |
| + fragment_shader_ = context3d_->createShader(GL_FRAGMENT_SHADER); |
| + context3d_->shaderSource(fragment_shader_, g_fragment_shader); |
| + context3d_->compileShader(fragment_shader_); |
| + |
| + program_ = context3d_->createProgram(); |
| + context3d_->attachShader(program_, vertex_shader_); |
| + context3d_->attachShader(program_, fragment_shader_); |
| + context3d_->linkProgram(program_); |
| + |
| + 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
|
| + |
| + initialized_ = true; |
| +} |
| + |
| +void CompositorOutputCanvas3DTo2DAdapter::textureGLAdapter( |
| + const gfx::Size& viewportSize) { |
| + framebufferTextureSize_ = viewportSize; |
| + device_.reset(new SkDevice(SkBitmap::kARGB_8888_Config, |
| + viewportSize.width(), viewportSize.height(), true)); |
| + |
| + context3d_->makeContextCurrent(); |
| + context3d_->ensureFramebufferCHROMIUM(); |
| + framebufferTextureId_ = context3d_->createTexture(); |
| + context3d_->bindTexture(GL_TEXTURE_2D, framebufferTextureId_); |
| + context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| + context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| + context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| + context3d_->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| + |
| + context3d_->viewport(0, 0, viewportSize.width(), viewportSize.height()); |
| + context3d_->reshape(viewportSize.width(), viewportSize.height()); |
| +} |
| + |
| +void CompositorOutputCanvas3DTo2DAdapter::frameDrawGLAdapter(void* pixels) { |
| + if (program_ == GL_ZERO) |
|
piman
2012/08/28 03:31:57
if (!program_)
aelias_OOO_until_Jul13
2012/08/28 23:10:58
Done.
|
| + NOTREACHED(); |
| + 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.
|
| + NOTREACHED(); |
| + |
| + context3d_->makeContextCurrent(); |
| + context3d_->ensureFramebufferCHROMIUM(); |
| + context3d_->clearColor(0, 0, 1, 1); |
| + 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().
|
| + context3d_->clear(GL_COLOR_BUFFER_BIT); |
| + |
| + context3d_->activeTexture(GL_TEXTURE0); |
|
piman
2012/08/28 03:31:57
move to Initialize() (actually, it's redundant, TE
|
| + context3d_->bindTexture(GL_TEXTURE_2D, framebufferTextureId_); |
|
piman
2012/08/28 03:31:57
redundant
|
| + context3d_->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, |
| + framebufferTextureSize_.width(), framebufferTextureSize_.height(), |
| + 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| + |
| + context3d_->useProgram(program_); |
|
piman
2012/08/28 03:31:57
move to Initialize()
|
| + context3d_->uniform1i(texture_uniform_, 0); |
|
piman
2012/08/28 03:31:57
move to Initialize()
|
| + context3d_->activeTexture(GL_TEXTURE0); |
|
piman
2012/08/28 03:31:57
redundant
|
| + context3d_->bindTexture(GL_TEXTURE_2D, framebufferTextureId_); |
|
piman
2012/08/28 03:31:57
redundant
|
| + |
| + context3d_->bindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); |
| + context3d_->enableVertexAttribArray(0); |
| + context3d_->vertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| + context3d_->bindAttribLocation(program_, 0, "a_Position"); |
| + context3d_->enableVertexAttribArray(1); |
| + context3d_->vertexAttribPointer( |
| + 1, 2, GL_FLOAT, GL_FALSE, 0, 8 * sizeof(GLfloat)); |
| + context3d_->bindAttribLocation(program_, 1, "a_texCoord"); |
|
piman
2012/08/28 03:31:57
Just move all the attrib binding to Initialize.
No
|
| + |
| + context3d_->drawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| + |
| + context3d_->prepareTexture(); |
| +} |