Index: content/renderer/gpu/compositor_software_output_device_gl_adapter.cc |
diff --git a/content/renderer/gpu/compositor_software_output_device_gl_adapter.cc b/content/renderer/gpu/compositor_software_output_device_gl_adapter.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..c1751f25142daff44ec0b4a762b3903285766467 |
--- /dev/null |
+++ b/content/renderer/gpu/compositor_software_output_device_gl_adapter.cc |
@@ -0,0 +1,178 @@ |
+// 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_software_output_device_gl_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; |
+ |
+//------------------------------------------------------------------------------ |
+ |
+CompositorSoftwareOutputDeviceGLAdapter:: |
+ CompositorSoftwareOutputDeviceGLAdapter(WebGraphicsContext3D* context3D) |
+ : initialized_(false), |
+ program_(0), |
+ vertex_shader_(0), |
+ fragment_shader_(0), |
+ vertex_buffer_(0), |
+ framebuffer_texture_id_(0), |
+ context3d_(context3D), |
+ locked_for_write_(false) { |
+} |
+ |
+CompositorSoftwareOutputDeviceGLAdapter:: |
+ ~CompositorSoftwareOutputDeviceGLAdapter() { |
+ Destroy(); |
+} |
+ |
+WebImage* CompositorSoftwareOutputDeviceGLAdapter::lock(bool forWrite) { |
+ locked_for_write_ = forWrite; |
+ image_ = device_->accessBitmap(forWrite); |
+ return &image_; |
+} |
+ |
+void CompositorSoftwareOutputDeviceGLAdapter::unlock() { |
+ if (locked_for_write_) |
+ Draw(device_->accessBitmap(false).pixelRef()->pixels()); |
+ image_.reset(); |
+} |
+ |
+void CompositorSoftwareOutputDeviceGLAdapter::didChangeViewportSize( |
+ WebSize size) { |
+ if (!initialized_) |
+ Initialize(); |
+ |
+ if (framebuffer_texture_size_ != gfx::Size(size)) |
+ Resize(size); |
+} |
+ |
+void CompositorSoftwareOutputDeviceGLAdapter::Initialize() { |
+ // Vertex shader that flips the y axis. |
+ static const char g_vertex_shader[] = |
+ "attribute vec4 a_Position;" |
+ "attribute vec2 a_texCoord;" |
+ "varying vec2 v_texCoord;" |
+ "void main() {" |
+ " gl_Position = a_Position;" |
+ " gl_Position.y = -gl_Position.y;" |
+ " v_texCoord = a_texCoord;" |
+ "}"; |
+ |
+ // Pixel shader that swizzles RGBA -> BGRA. |
+ 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_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_); |
+ |
+ vertex_buffer_ = context3d_->createBuffer(); |
+ context3d_->bindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); |
+ context3d_->bufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), attribs, |
+ GL_STATIC_DRAW); |
+ 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"); |
+ |
+ context3d_->linkProgram(program_); |
+ context3d_->useProgram(program_); |
+ |
+ int texture_uniform = context3d_->getUniformLocation(program_, "s_texture"); |
+ context3d_->uniform1i(texture_uniform, 0); |
+ context3d_->disable(GL_SCISSOR_TEST); |
+ context3d_->clearColor(0, 0, 1, 1); |
+ |
+ initialized_ = true; |
+} |
+ |
+void CompositorSoftwareOutputDeviceGLAdapter::Destroy() { |
+ if (!initialized_) |
+ return; |
+ |
+ context3d_->makeContextCurrent(); |
+ context3d_->deleteShader(vertex_shader_); |
+ context3d_->deleteShader(fragment_shader_); |
+ context3d_->deleteProgram(program_); |
+ context3d_->deleteBuffer(vertex_buffer_); |
+ if (framebuffer_texture_id_) |
+ context3d_->deleteTexture(framebuffer_texture_id_); |
+} |
+ |
+void CompositorSoftwareOutputDeviceGLAdapter::Resize( |
+ const gfx::Size& viewport_size) { |
+ framebuffer_texture_size_ = viewport_size; |
+ device_.reset(new SkDevice(SkBitmap::kARGB_8888_Config, |
+ viewport_size.width(), viewport_size.height(), true)); |
+ |
+ context3d_->makeContextCurrent(); |
+ context3d_->ensureFramebufferCHROMIUM(); |
+ framebuffer_texture_id_ = context3d_->createTexture(); |
+ context3d_->bindTexture(GL_TEXTURE_2D, framebuffer_texture_id_); |
+ 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, viewport_size.width(), viewport_size.height()); |
+ context3d_->reshape(viewport_size.width(), viewport_size.height()); |
+} |
+ |
+void CompositorSoftwareOutputDeviceGLAdapter::Draw(void* pixels) { |
+ if (!initialized_) |
+ NOTREACHED(); |
+ if (!framebuffer_texture_id_) |
+ NOTREACHED(); |
+ |
+ context3d_->makeContextCurrent(); |
+ context3d_->ensureFramebufferCHROMIUM(); |
+ context3d_->clear(GL_COLOR_BUFFER_BIT); |
+ |
+ context3d_->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, |
+ framebuffer_texture_size_.width(), framebuffer_texture_size_.height(), |
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
+ |
+ context3d_->drawArrays(GL_TRIANGLE_STRIP, 0, 4); |
+ |
+ context3d_->prepareTexture(); |
+} |