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Unified 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, 9 months ago
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Index: gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc
===================================================================
--- gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc (revision 0)
+++ gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.cc (revision 0)
@@ -0,0 +1,232 @@
+// 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 "gpu/command_buffer/service/gles2_cmd_copy_texture_chromium.h"
+#include "gpu/command_buffer/common/types.h"
+//#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.
+#include "gpu/command_buffer/service/gl_utils.h"
+
+#define SHADER0(Src) #Src
+#define SHADER(Src) SHADER0(Src)
+
+namespace {
+
+enum ShaderId {
+ VERTEX_SHADER_POS_TEX,
+ FRAGMENT_SHADER_TEX,
+ FRAGMENT_SHADER_TEX_FLIP_Y,
+ FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA,
+ FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y
+};
+
+enum ProgramId {
+ PROGRAM_COPY_TEXTURE,
+ PROGRAM_COPY_TEXTURE_FLIP_Y,
+ PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA,
+ PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY
+};
+
+// Returns the correct program to evaluate the copy operation for
+// the CHROMIUM_flipy and premultiply alpha pixel store settings.
+ProgramId GetProgram(bool flip_y, bool premultiply_alpha) {
+ if (flip_y && premultiply_alpha)
+ return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA_FLIPY;
+
+ if (flip_y)
+ return PROGRAM_COPY_TEXTURE_FLIP_Y;
+
+ if (premultiply_alpha)
+ return PROGRAM_COPY_TEXTURE_PREMULTIPLY_ALPHA;
+
+ return PROGRAM_COPY_TEXTURE;
+}
+
+const char* GetShaderSource(ShaderId shader) {
+ switch (shader) {
+ case VERTEX_SHADER_POS_TEX:
+ return SHADER(
+ precision mediump float;
+ attribute vec4 a_position;
+ attribute vec2 a_texCoord;
+ varying vec2 v_uv;
+ void main(void) {
+ gl_Position = a_position;
+ v_uv = a_texCoord;
+ });
+ case FRAGMENT_SHADER_TEX:
+ return SHADER(
+ precision mediump float;
+ uniform sampler2D u_texSampler;
+ varying vec2 v_uv;
+ void main(void) {
+ gl_FragColor = texture2D(u_texSampler, v_uv.st);
+ });
+ case FRAGMENT_SHADER_TEX_FLIP_Y:
+ return SHADER(
+ precision mediump float;
+ uniform sampler2D u_texSampler;
+ varying vec2 v_uv;
+ void main(void) {
+ gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t));
+ });
+ case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA:
+ return SHADER(
+ precision mediump float;
+ uniform sampler2D u_texSampler;
+ varying vec2 v_uv;
+ void main(void) {
+ gl_FragColor = texture2D(u_texSampler, v_uv.st);
+ gl_FragColor.rgb *= gl_FragColor.a;
+ });
+ case FRAGMENT_SHADER_TEX_PREMULTIPLY_ALPHA_FLIP_Y:
+ return SHADER(
+ precision mediump float;
+ uniform sampler2D u_texSampler;
+ varying vec2 v_uv;
+ void main(void) {
+ gl_FragColor = texture2D(u_texSampler, vec2(v_uv.s, 1.0 - v_uv.t));
+ gl_FragColor.rgb *= gl_FragColor.a;
+ });
+ default:
+ return 0;
+ }
+}
+
+} // namespace
+
+CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {
+ FreeResources();
+}
+
+void CopyTextureCHROMIUMResourceManager::Initialize() {
+ // Initialize all of the GPU resources required to perform the copy.
+ GLfloat texture_vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 0.0f, 1.0f };
+
+ GLfloat texture_coords[] = { 0.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f };
+
+ glGenBuffersARB(2, buffer_ids_);
+ glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]);
+ glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(GLfloat), texture_vertices,
+ GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]);
+ glBufferData(GL_ARRAY_BUFFER, 8 * sizeof(GLfloat), texture_coords,
+ GL_STATIC_DRAW);
+
+ glGenFramebuffersEXT(1, &framebuffer_);
+
+ shaders_[0] = glCreateShader(GL_VERTEX_SHADER);
+ const char* shader_source = GetShaderSource(VERTEX_SHADER_POS_TEX);
+ glShaderSource(shaders_[0], 1, &shader_source, 0);
+ for (int shader = 1; shader < kNumShaders; ++shader) {
+ shaders_[shader] = glCreateShader(GL_FRAGMENT_SHADER);
+ shader_source = GetShaderSource(static_cast<ShaderId>(shader));
+ glShaderSource(shaders_[shader], 1, &shader_source, 0);
+ }
+
+ for (int shader = 0; shader < kNumShaders; ++shader) {
+ glCompileShader(shaders_[shader]);
+#ifndef NDEBUG
+ GLint compile_status;
+ glGetShaderiv(shaders_[shader], GL_COMPILE_STATUS, &compile_status);
+ if (GL_TRUE != compile_status)
+ DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure.";
+#endif
+ }
+
+ for (int program = 0; program < kNumPrograms; ++program) {
+ programs_[program] = glCreateProgram();
+ glAttachShader(programs_[program], shaders_[0]);
+ glAttachShader(programs_[program], shaders_[program + 1]);
+
+ glLinkProgram(programs_[program]);
+#ifndef NDEBUG
+ GLint linked;
+ glGetProgramiv(programs_[program], GL_LINK_STATUS, &linked);
+ if (!linked)
+ DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure.";
+#endif
+
+ position_locations_[program] = glGetAttribLocation(programs_[program],
+ "a_position");
+ texture_coordinate_locations_[program] = glGetAttribLocation(
+ programs_[program], "a_texCoord");
+ sampler_locations_[program] = glGetUniformLocation(programs_[program],
+ "u_texSampler");
+ }
+}
+
+void CopyTextureCHROMIUMResourceManager::FreeResources() {
+ glDeleteFramebuffersEXT(1, &framebuffer_);
+
+ 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.
+ glDeleteShader(shaders_[shader]);
+
+ for (int program = 0; program < kNumPrograms; ++program)
+ glDeleteProgram(programs_[program]);
+
+ glDeleteBuffersARB(2, buffer_ids_);
+}
+
+void CopyTextureCHROMIUMResourceManager::DoCopyTexture(
+ GLenum target,
+ GLuint source_id,
+ GLuint dest_id,
+ GLint level,
+ bool flip_y,
+ bool premultiply_alpha) {
+ GLuint program = GetProgram(flip_y, premultiply_alpha);
+ glUseProgram(programs_[program]);
+
+#ifndef NDEBUG
+ glValidateProgram(program);
+ GLint validation_status;
+ glGetProgramiv(program, GL_VALIDATE_STATUS, &validation_status);
+ DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader.";
+#endif
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target,
+ dest_id, level);
+
+#ifndef NDEBUG
+ GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
+ DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer.";
+#endif
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glEnableVertexAttribArray(position_locations_[program]);
+ glEnableVertexAttribArray(texture_coordinate_locations_[program]);
+
+ glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[0]);
+ glVertexAttribPointer(position_locations_[program], 4, GL_FLOAT, GL_FALSE,
+ 4 * sizeof(GLfloat), 0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, buffer_ids_[1]);
+ glVertexAttribPointer(texture_coordinate_locations_[program], 2, GL_FLOAT,
+ GL_FALSE, 2 * sizeof(GLfloat), 0);
+
+ 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.
+
+ glBindTexture(GL_TEXTURE_2D, source_id);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_CULL_FACE);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glDepthMask(GL_FALSE);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
Property changes on: gpu\command_buffer\service\gles2_cmd_copy_texture_chromium.cc
___________________________________________________________________
Added: svn:eol-style
+ LF

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