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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 GLfloat kQuadVertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, |
| 15 1.0f, -1.0f, 0.0f, 1.0f, |
| 16 1.0f, 1.0f, 0.0f, 1.0f, |
| 17 -1.0f, 1.0f, 0.0f, 1.0f }; |
| 18 |
| 19 const GLfloat kTextureCoords[] = { 0.0f, 0.0f, |
| 20 1.0f, 0.0f, |
| 21 1.0f, 1.0f, |
| 22 0.0f, 1.0f }; |
| 23 |
| 24 const int kNumShaders = 5; |
| 25 enum ShaderId { |
| 26 VERTEX_SHADER_POS_TEX, |
| 27 FRAGMENT_SHADER_TEX, |
| 28 FRAGMENT_SHADER_TEX_FLIP_Y, |
| 29 FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA, |
| 30 FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y |
| 31 }; |
| 32 |
| 33 enum ProgramId { |
| 34 PROGRAM_COPY_TEXTURE, |
| 35 PROGRAM_COPY_TEXTURE_FLIP_Y, |
| 36 PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA, |
| 37 PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY |
| 38 }; |
| 39 |
| 40 // Returns the correct program to evaluate the copy operation for |
| 41 // the CHROMIUM_flipy and premultiply alpha pixel store settings. |
| 42 ProgramId GetProgram(bool flip_y, bool premultiply_alpha) { |
| 43 if (flip_y && premultiply_alpha) |
| 44 return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY; |
| 45 |
| 46 if (flip_y) |
| 47 return PROGRAM_COPY_TEXTURE_FLIP_Y; |
| 48 |
| 49 if (premultiply_alpha) |
| 50 return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA; |
| 51 |
| 52 return PROGRAM_COPY_TEXTURE; |
| 53 } |
| 54 |
| 55 const char* GetShaderSource(ShaderId shader) { |
| 56 switch (shader) { |
| 57 case VERTEX_SHADER_POS_TEX: |
| 58 return SHADER( |
| 59 precision mediump float; |
| 60 attribute vec4 a_position; |
| 61 attribute vec2 a_texCoord; |
| 62 varying vec2 v_uv; |
| 63 void main(void) { |
| 64 gl_Position = a_position; |
| 65 v_uv = a_texCoord; |
| 66 }); |
| 67 case FRAGMENT_SHADER_TEX: |
| 68 return SHADER( |
| 69 precision mediump float; |
| 70 uniform sampler2D u_texSampler; |
| 71 varying vec2 v_uv; |
| 72 void main(void) { |
| 73 gl_FragColor = texture2D(u_texSampler, v_uv.st); |
| 74 }); |
| 75 case FRAGMENT_SHADER_TEX_FLIP_Y: |
| 76 return SHADER( |
| 77 precision mediump float; |
| 78 uniform sampler2D u_texSampler; |
| 79 varying vec2 v_uv; |
| 80 void main(void) { |
| 81 gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t)); |
| 82 }); |
| 83 case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA: |
| 84 return SHADER( |
| 85 precision mediump float; |
| 86 uniform sampler2D u_texSampler; |
| 87 varying vec2 v_uv; |
| 88 void main(void) { |
| 89 gl_FragColor = texture2D(u_texSampler, v_uv.st); |
| 90 gl_FragColor.rgb *= gl_FragColor.a; |
| 91 }); |
| 92 case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y: |
| 93 return SHADER( |
| 94 precision mediump float; |
| 95 uniform sampler2D u_texSampler; |
| 96 varying vec2 v_uv; |
| 97 void main(void) { |
| 98 gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t)); |
| 99 gl_FragColor.rgb *= gl_FragColor.a; |
| 100 }); |
| 101 default: |
| 102 return 0; |
| 103 } |
| 104 } |
| 105 |
| 106 } // namespace |
| 107 |
| 108 void CopyTextureCHROMIUMResourceManager::Initialize() { |
| 109 // Initialize all of the GPU resources required to perform the copy. |
| 110 glGenBuffersARB(2, buffer_ids_); |
| 111 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]); |
| 112 glBufferData(GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, |
| 113 GL_STATIC_DRAW); |
| 114 |
| 115 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]); |
| 116 glBufferData(GL_ARRAY_BUFFER, sizeof(kTextureCoords), kTextureCoords, |
| 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 glBindAttribLocation(programs_[program], kVertexPositionAttrib, |
| 150 "a_position"); |
| 151 glBindAttribLocation(programs_[program], kVertexTextureAttrib, |
| 152 "a_texCoord"); |
| 153 sampler_locations_[program] = glGetUniformLocation(programs_[program], |
| 154 "u_texSampler"); |
| 155 |
| 156 } |
| 157 |
| 158 for (int shader = 0; shader < kNumShaders; ++shader) |
| 159 glDeleteShader(shaders[shader]); |
| 160 |
| 161 initialized_ = true; |
| 162 } |
| 163 |
| 164 void CopyTextureCHROMIUMResourceManager::Destroy() { |
| 165 if (!initialized_) |
| 166 return; |
| 167 |
| 168 glDeleteFramebuffersEXT(1, &framebuffer_); |
| 169 |
| 170 for (int program = 0; program < kNumPrograms; ++program) |
| 171 glDeleteProgram(programs_[program]); |
| 172 |
| 173 glDeleteBuffersARB(2, buffer_ids_); |
| 174 } |
| 175 |
| 176 void CopyTextureCHROMIUMResourceManager::DoCopyTexture( |
| 177 GLenum target, |
| 178 GLuint source_id, |
| 179 GLuint dest_id, |
| 180 GLint level, |
| 181 bool flip_y, |
| 182 bool premultiply_alpha) { |
| 183 if (!initialized_) { |
| 184 DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager."; |
| 185 return; |
| 186 } |
| 187 |
| 188 GLuint program = GetProgram(flip_y, premultiply_alpha); |
| 189 glUseProgram(programs_[program]); |
| 190 |
| 191 #ifndef NDEBUG |
| 192 glValidateProgram(programs_[program]); |
| 193 GLint validation_status; |
| 194 glGetProgramiv(programs_[program], GL_VALIDATE_STATUS, &validation_status); |
| 195 if (GL_TRUE != validation_status) { |
| 196 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader."; |
| 197 return; |
| 198 } |
| 199 #endif |
| 200 |
| 201 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_); |
| 202 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, |
| 203 dest_id, level); |
| 204 |
| 205 #ifndef NDEBUG |
| 206 GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); |
| 207 if (GL_FRAMEBUFFER_COMPLETE != fb_status) { |
| 208 DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer."; |
| 209 return; |
| 210 } |
| 211 #endif |
| 212 |
| 213 glEnableVertexAttribArray(kVertexPositionAttrib); |
| 214 glEnableVertexAttribArray(kVertexTextureAttrib); |
| 215 |
| 216 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]); |
| 217 glVertexAttribPointer(kVertexPositionAttrib, 4, GL_FLOAT, GL_FALSE, |
| 218 4 * sizeof(GLfloat), 0); |
| 219 |
| 220 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]); |
| 221 glVertexAttribPointer(kVertexTextureAttrib, 2, GL_FLOAT, GL_FALSE, |
| 222 2 * sizeof(GLfloat), 0); |
| 223 |
| 224 glActiveTexture(GL_TEXTURE0); |
| 225 glUniform1i(sampler_locations_[program], 0); |
| 226 |
| 227 glBindTexture(GL_TEXTURE_2D, source_id); |
| 228 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 229 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 230 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 231 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 232 |
| 233 glDisable(GL_DEPTH_TEST); |
| 234 glDisable(GL_SCISSOR_TEST); |
| 235 glDisable(GL_STENCIL_TEST); |
| 236 glDisable(GL_CULL_FACE); |
| 237 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| 238 glDepthMask(GL_FALSE); |
| 239 glDisable(GL_BLEND); |
| 240 |
| 241 glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
| 242 } |
| 243 |
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