Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(526)

Unified 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, 3 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
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();
+}
« no previous file with comments | « content/renderer/gpu/compositor_software_output_device_gl_adapter.h ('k') | content/renderer/render_view_impl.cc » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698