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Side by Side Diff: gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc

Issue 9968113: Addition of GL_CHROMIUM_copy_texture extension. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: More lint error cleanup. Created 8 years, 8 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 "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h"
6 #include "gpu/command_buffer/common/types.h"
7 #include "gpu/command_buffer/service/gl_utils.h"
8
9 #define SHADER0(Src) #Src
10 #define SHADER(Src) SHADER0(Src)
11
12 namespace {
13
14 const int kNumShaders = 5;
15 enum ShaderId {
16 VERTEX_SHADER_POS_TEX,
17 FRAGMENT_SHADER_TEX,
18 FRAGMENT_SHADER_TEX_FLIP_Y,
19 FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA,
20 FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y
21 };
22
23 enum ProgramId {
24 PROGRAM_COPY_TEXTURE,
25 PROGRAM_COPY_TEXTURE_FLIP_Y,
26 PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA,
27 PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY
28 };
29
30 // Returns the correct program to evaluate the copy operation for
31 // the CHROMIUM_flipy and premultiply alpha pixel store settings.
32 ProgramId GetProgram(bool flip_y, bool premultiply_alpha) {
33 if (flip_y && premultiply_alpha)
34 return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY;
35
36 if (flip_y)
37 return PROGRAM_COPY_TEXTURE_FLIP_Y;
38
39 if (premultiply_alpha)
40 return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA;
41
42 return PROGRAM_COPY_TEXTURE;
43 }
44
45 const char* GetShaderSource(ShaderId shader) {
46 switch (shader) {
47 case VERTEX_SHADER_POS_TEX:
48 return SHADER(
49 precision mediump float;
50 attribute vec4 a_position;
51 attribute vec2 a_texCoord;
52 varying vec2 v_uv;
53 void main(void) {
54 gl_Position = a_position;
55 v_uv = a_texCoord;
56 });
57 case FRAGMENT_SHADER_TEX:
58 return SHADER(
59 precision mediump float;
60 uniform sampler2D u_texSampler;
61 varying vec2 v_uv;
62 void main(void) {
63 gl_FragColor = texture2D(u_texSampler, v_uv.st);
64 });
65 case FRAGMENT_SHADER_TEX_FLIP_Y:
66 return SHADER(
67 precision mediump float;
68 uniform sampler2D u_texSampler;
69 varying vec2 v_uv;
70 void main(void) {
71 gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t));
72 });
73 case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA:
74 return SHADER(
75 precision mediump float;
76 uniform sampler2D u_texSampler;
77 varying vec2 v_uv;
78 void main(void) {
79 gl_FragColor = texture2D(u_texSampler, v_uv.st);
80 gl_FragColor.rgb *= gl_FragColor.a;
81 });
82 case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y:
83 return SHADER(
84 precision mediump float;
85 uniform sampler2D u_texSampler;
86 varying vec2 v_uv;
87 void main(void) {
88 gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t));
89 gl_FragColor.rgb *= gl_FragColor.a;
90 });
91 default:
92 return 0;
93 }
94 }
95
96 } // namespace
97
98 void CopyTextureCHROMIUMResourceManager::Initialize() {
99 // Initialize all of the GPU resources required to perform the copy.
100 GLfloat texture_vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f,
apatrick_chromium 2012/04/16 19:17:21 These two could be const static. Not a big deal bu
Jeff Timanus 2012/04/17 01:27:34 Done.
101 1.0f, -1.0f, 0.0f, 1.0f,
102 1.0f, 1.0f, 0.0f, 1.0f,
103 -1.0f, 1.0f, 0.0f, 1.0f };
104
105 GLfloat texture_coords[] = { 0.0f, 0.0f,
106 1.0f, 0.0f,
107 1.0f, 1.0f,
108 0.0f, 1.0f };
109
110 glGenBuffersARB(2, buffer_ids_);
111 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]);
112 glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(GLfloat), texture_vertices,
apatrick_chromium 2012/04/16 19:17:21 sizeof(texture_vertices)
Jeff Timanus 2012/04/17 01:27:34 Done.
113 GL_STATIC_DRAW);
114
115 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]);
116 glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), texture_coords,
apatrick_chromium 2012/04/16 19:17:21 sizeof(texture_coords)
Jeff Timanus 2012/04/17 01:27:34 Done.
117 GL_STATIC_DRAW);
118
119 glGenFramebuffersEXT(1, &framebuffer_);
120
121 GLuint shaders[kNumShaders];
122 for (int shader = 0; shader < kNumShaders; ++shader) {
123 shaders[shader] = glCreateShader(
124 shader == 0 ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
125 const char* shader_source = GetShaderSource(static_cast<ShaderId>(shader));
126 glShaderSource(shaders[shader], 1, &shader_source, 0);
127 glCompileShader(shaders[shader]);
128 #ifndef NDEBUG
129 GLint compile_status;
130 glGetShaderiv(shaders[shader], GL_COMPILE_STATUS, &compile_status);
131 if (GL_TRUE != compile_status)
132 DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure.";
133 #endif
134 }
135
136 for (int program = 0; program < kNumPrograms; ++program) {
137 programs_[program] = glCreateProgram();
138 glAttachShader(programs_[program], shaders[0]);
139 glAttachShader(programs_[program], shaders[program + 1]);
140
141 glLinkProgram(programs_[program]);
142 #ifndef NDEBUG
143 GLint linked;
144 glGetProgramiv(programs_[program], GL_LINK_STATUS, &linked);
145 if (!linked)
146 DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure.";
147 #endif
148
149 position_locations_[program] = glGetAttribLocation(programs_[program],
150 "a_position");
151 texture_coordinate_locations_[program] = glGetAttribLocation(
152 programs_[program], "a_texCoord");
153 sampler_locations_[program] = glGetUniformLocation(programs_[program],
154 "u_texSampler");
155 }
156
157 for (int shader = 0; shader < kNumShaders; ++shader)
158 glDeleteShader(shaders[shader]);
159 }
160
161 void CopyTextureCHROMIUMResourceManager::Destroy() {
greggman 2012/04/15 22:22:41 nit: if I do this c = new CopyTextureChromiumReso
Jeff Timanus 2012/04/17 01:27:34 A good observation. I added an initialized_ flag
162 glDeleteFramebuffersEXT(1, &framebuffer_);
163
164 for (int program = 0; program < kNumPrograms; ++program)
165 glDeleteProgram(programs_[program]);
166
167 glDeleteBuffersARB(2, buffer_ids_);
168 }
169
170 void CopyTextureCHROMIUMResourceManager::DoCopyTexture(
171 GLenum target,
172 GLuint source_id,
173 GLuint dest_id,
174 GLint level,
175 bool flip_y,
176 bool premultiply_alpha) {
177 GLuint program = GetProgram(flip_y, premultiply_alpha);
178 glUseProgram(programs_[program]);
179
180 #ifndef NDEBUG
181 glValidateProgram(program);
182 GLint validation_status;
183 glGetProgramiv(program, GL_VALIDATE_STATUS, &validation_status);
184 if (GL_TRUE != validation_status) {
185 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader.";
186 return;
187 }
188 #endif
189
190 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_);
191 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target,
192 dest_id, level);
193
194 #ifndef NDEBUG
195 GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
196 if (GL_FRAMEBUFFER_COMPLETE != fb_status) {
197 DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer.";
198 return;
199 }
200 #endif
201
202 glBindBuffer(GL_ARRAY_BUFFER, 0);
203 glEnableVertexAttribArray(position_locations_[program]);
204 glEnableVertexAttribArray(texture_coordinate_locations_[program]);
205
206 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]);
207 glVertexAttribPointer(position_locations_[program], 4, GL_FLOAT, GL_FALSE,
208 4 * sizeof(GLfloat), 0);
209
210 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]);
211 glVertexAttribPointer(texture_coordinate_locations_[program], 2, GL_FLOAT,
212 GL_FALSE, 2 * sizeof(GLfloat), 0);
213
214 glActiveTexture(GL_TEXTURE0);
215 glUniform1i(sampler_locations_[program], 0);
216
217 glBindTexture(GL_TEXTURE_2D, source_id);
218 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
219 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
220 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
221 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
222
223 glDisable(GL_DEPTH_TEST);
224 glDisable(GL_SCISSOR_TEST);
225 glDisable(GL_STENCIL_TEST);
226 glDisable(GL_CULL_FACE);
227 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
228 glDepthMask(GL_FALSE);
229 glDisable(GL_BLEND);
230
231 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
232 }
233
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