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Unified 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, 4 months ago
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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();
+}

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