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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: Adding extension implementation files. 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/common/gles2_cmd_format.h"
greggman 2012/04/04 20:12:24 remove?
Jeff Timanus 2012/04/04 22:34:14 Done.
8 #include "gpu/command_buffer/service/gl_utils.h"
9
10 #define SHADER0(Src) #Src
11 #define SHADER(Src) SHADER0(Src)
12
13 namespace {
14
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 CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {
99 FreeResources();
100 }
101
102 void CopyTextureCHROMIUMResourceManager::Initialize() {
103 // Initialize all of the GPU resources required to perform the copy.
104 GLfloat texture_vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f,
105 1.0f, -1.0f, 0.0f, 1.0f,
106 1.0f, 1.0f, 0.0f, 1.0f,
107 -1.0f, 1.0f, 0.0f, 1.0f };
108
109 GLfloat texture_coords[] = { 0.0f, 0.0f,
110 1.0f, 0.0f,
111 1.0f, 1.0f,
112 0.0f, 1.0f };
113
114 glGenBuffersARB(2, buffer_ids_);
115 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]);
116 glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(GLfloat), texture_vertices,
117 GL_STATIC_DRAW);
118
119 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]);
120 glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), texture_coords,
121 GL_STATIC_DRAW);
122
123 glGenFramebuffersEXT(1, &framebuffer_);
124
125 shaders_[0] = glCreateShader(GL_VERTEX_SHADER);
126 const char* shader_source = GetShaderSource(VERTEX_SHADER_POS_TEX);
127 glShaderSource(shaders_[0], 1, &shader_source, 0);
128 for (int shader = 1; shader < kNumShaders; ++shader) {
129 shaders_[shader] = glCreateShader(GL_FRAGMENT_SHADER);
130 shader_source = GetShaderSource(static_cast<ShaderId>(shader));
131 glShaderSource(shaders_[shader], 1, &shader_source, 0);
132 }
133
134 for (int shader = 0; shader < kNumShaders; ++shader) {
135 glCompileShader(shaders_[shader]);
136 #ifndef NDEBUG
137 GLint compile_status;
138 glGetShaderiv(shaders_[shader], GL_COMPILE_STATUS, &compile_status);
139 if (GL_TRUE != compile_status)
140 DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure.";
141 #endif
142 }
143
144 for (int program = 0; program < kNumPrograms; ++program) {
145 programs_[program] = glCreateProgram();
146 glAttachShader(programs_[program], shaders_[0]);
147 glAttachShader(programs_[program], shaders_[program + 1]);
148
149 glLinkProgram(programs_[program]);
150 #ifndef NDEBUG
151 GLint linked;
152 glGetProgramiv(programs_[program], GL_LINK_STATUS, &linked);
153 if (!linked)
154 DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure.";
155 #endif
156
157 position_locations_[program] = glGetAttribLocation(programs_[program],
158 "a_position");
159 texture_coordinate_locations_[program] = glGetAttribLocation(
160 programs_[program], "a_texCoord");
161 sampler_locations_[program] = glGetUniformLocation(programs_[program],
162 "u_texSampler");
163 }
164 }
165
166 void CopyTextureCHROMIUMResourceManager::FreeResources() {
167 glDeleteFramebuffersEXT(1, &framebuffer_);
168
169 for (int shader = 0; shader < kNumShaders; ++shader)
greggman 2012/04/04 20:12:24 Once you've linked the programs there's no need to
Jeff Timanus 2012/04/04 22:34:14 Thanks for the suggestion. Done.
170 glDeleteShader(shaders_[shader]);
171
172 for (int program = 0; program < kNumPrograms; ++program)
173 glDeleteProgram(programs_[program]);
174
175 glDeleteBuffersARB(2, buffer_ids_);
176 }
177
178 void CopyTextureCHROMIUMResourceManager::DoCopyTexture(
179 GLenum target,
180 GLuint source_id,
181 GLuint dest_id,
182 GLint level,
183 bool flip_y,
184 bool premultiply_alpha) {
185 GLuint program = GetProgram(flip_y, premultiply_alpha);
186 glUseProgram(programs_[program]);
187
188 #ifndef NDEBUG
189 glValidateProgram(program);
190 GLint validation_status;
191 glGetProgramiv(program, GL_VALIDATE_STATUS, &validation_status);
192 DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader.";
193 #endif
194
195 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_);
196 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target,
197 dest_id, level);
198
199 #ifndef NDEBUG
200 GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
201 DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer.";
202 #endif
203
204 glBindBuffer(GL_ARRAY_BUFFER, 0);
205 glEnableVertexAttribArray(position_locations_[program]);
206 glEnableVertexAttribArray(texture_coordinate_locations_[program]);
207
208 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]);
209 glVertexAttribPointer(position_locations_[program], 4, GL_FLOAT, GL_FALSE,
210 4 * sizeof(GLfloat), 0);
211
212 glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]);
213 glVertexAttribPointer(texture_coordinate_locations_[program], 2, GL_FLOAT,
214 GL_FALSE, 2 * sizeof(GLfloat), 0);
215
216 glUniform1i(sampler_locations_[program], 0);
greggman 2012/04/04 20:12:24 do you need to call glActiveTexture?
Jeff Timanus 2012/04/04 22:34:14 Yes! I do need to call glActiveTexture! Done.
217
218 glBindTexture(GL_TEXTURE_2D, source_id);
219 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
220 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
221 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
222 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
223
224 glDisable(GL_DEPTH_TEST);
225 glDisable(GL_SCISSOR_TEST);
226 glDisable(GL_STENCIL_TEST);
227 glDisable(GL_CULL_FACE);
228 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
229 glDepthMask(GL_FALSE);
230
231 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
232 }
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