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// 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 <algorithm>
#include "base/basictypes.h"
#include "gpu/command_buffer/service/gl_utils.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
#define SHADER(src) \
"#ifdef GL_ES\n" \
"precision mediump float;\n" \
"#define TexCoordPrecision mediump\n" \
"#else\n" \
"#define TexCoordPrecision\n" \
"#endif\n" #src
#define SHADER_2D(src) \
"#define SamplerType sampler2D\n" \
"#define TextureLookup texture2D\n" SHADER(src)
#define SHADER_RECTANGLE_ARB(src) \
"#define SamplerType sampler2DRect\n" \
"#define TextureLookup texture2DRect\n" SHADER(src)
#define SHADER_EXTERNAL_OES(src) \
"#extension GL_OES_EGL_image_external : require\n" \
"#define SamplerType samplerExternalOES\n" \
"#define TextureLookup texture2D\n" SHADER(src)
#define FRAGMENT_SHADERS(src) \
SHADER_2D(src), SHADER_RECTANGLE_ARB(src), SHADER_EXTERNAL_OES(src)
namespace {
enum VertexShaderId {
VERTEX_SHADER_COPY_TEXTURE,
VERTEX_SHADER_COPY_TEXTURE_FLIP_Y,
NUM_VERTEX_SHADERS,
};
enum FragmentShaderId {
FRAGMENT_SHADER_COPY_TEXTURE_2D,
FRAGMENT_SHADER_COPY_TEXTURE_RECTANGLE_ARB,
FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES,
FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_2D,
FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_RECTANGLE_ARB,
FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_EXTERNAL_OES,
FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_2D,
FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_RECTANGLE_ARB,
FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_EXTERNAL_OES,
NUM_FRAGMENT_SHADERS,
};
const char* vertex_shader_source[NUM_VERTEX_SHADERS] = {
// VERTEX_SHADER_COPY_TEXTURE
SHADER(
uniform mat4 u_matrix;
uniform vec2 u_half_size;
attribute vec4 a_position;
varying TexCoordPrecision vec2 v_uv;
void main(void) {
gl_Position = u_matrix * a_position;
v_uv = a_position.xy * vec2(u_half_size.s, u_half_size.t) +
vec2(u_half_size.s, u_half_size.t);
}),
// VERTEX_SHADER_COPY_TEXTURE_FLIP_Y
SHADER(
uniform mat4 u_matrix;
uniform vec2 u_half_size;
attribute vec4 a_position;
varying TexCoordPrecision vec2 v_uv;
void main(void) {
gl_Position = u_matrix * a_position;
v_uv = a_position.xy * vec2(u_half_size.s, -u_half_size.t) +
vec2(u_half_size.s, u_half_size.t);
}),
};
const char* fragment_shader_source[NUM_FRAGMENT_SHADERS] = {
// FRAGMENT_SHADER_COPY_TEXTURE_*
FRAGMENT_SHADERS(
uniform SamplerType u_sampler;
varying TexCoordPrecision vec2 v_uv;
void main(void) {
gl_FragColor = TextureLookup(u_sampler, v_uv.st);
}),
// FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_*
FRAGMENT_SHADERS(
uniform SamplerType u_sampler;
varying TexCoordPrecision vec2 v_uv;
void main(void) {
gl_FragColor = TextureLookup(u_sampler, v_uv.st);
gl_FragColor.rgb *= gl_FragColor.a;
}),
// FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_*
FRAGMENT_SHADERS(
uniform SamplerType u_sampler;
varying TexCoordPrecision vec2 v_uv;
void main(void) {
gl_FragColor = TextureLookup(u_sampler, v_uv.st);
if (gl_FragColor.a > 0.0)
gl_FragColor.rgb /= gl_FragColor.a;
}),
};
// Returns the correct vertex shader id to evaluate the copy operation for
// the CHROMIUM_flipy setting.
VertexShaderId GetVertexShaderId(bool flip_y) {
// bit 0: flip y
static VertexShaderId shader_ids[] = {
VERTEX_SHADER_COPY_TEXTURE,
VERTEX_SHADER_COPY_TEXTURE_FLIP_Y,
};
unsigned index = flip_y ? 1 : 0;
return shader_ids[index];
}
// Returns the correct fragment shader id to evaluate the copy operation for
// the premultiply alpha pixel store settings and target.
FragmentShaderId GetFragmentShaderId(bool premultiply_alpha,
bool unpremultiply_alpha,
GLenum target) {
enum {
SAMPLER_2D,
SAMPLER_RECTANGLE_ARB,
SAMPLER_EXTERNAL_OES,
NUM_SAMPLERS
};
// bit 0: premultiply alpha
// bit 1: unpremultiply alpha
static FragmentShaderId shader_ids[][NUM_SAMPLERS] = {
{
FRAGMENT_SHADER_COPY_TEXTURE_2D,
FRAGMENT_SHADER_COPY_TEXTURE_RECTANGLE_ARB,
FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES,
},
{
FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_2D,
FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_RECTANGLE_ARB,
FRAGMENT_SHADER_COPY_TEXTURE_PREMULTIPLY_ALPHA_EXTERNAL_OES,
},
{
FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_2D,
FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_RECTANGLE_ARB,
FRAGMENT_SHADER_COPY_TEXTURE_UNPREMULTIPLY_ALPHA_EXTERNAL_OES,
},
{
FRAGMENT_SHADER_COPY_TEXTURE_2D,
FRAGMENT_SHADER_COPY_TEXTURE_RECTANGLE_ARB,
FRAGMENT_SHADER_COPY_TEXTURE_EXTERNAL_OES,
}};
unsigned index = (premultiply_alpha ? (1 << 0) : 0) |
(unpremultiply_alpha ? (1 << 1) : 0);
switch (target) {
case GL_TEXTURE_2D:
return shader_ids[index][SAMPLER_2D];
case GL_TEXTURE_RECTANGLE_ARB:
return shader_ids[index][SAMPLER_RECTANGLE_ARB];
case GL_TEXTURE_EXTERNAL_OES:
return shader_ids[index][SAMPLER_EXTERNAL_OES];
default:
break;
}
NOTREACHED();
return shader_ids[0][SAMPLER_2D];
}
void CompileShader(GLuint shader, const char* shader_source) {
glShaderSource(shader, 1, &shader_source, 0);
glCompileShader(shader);
#ifndef NDEBUG
GLint compile_status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
if (GL_TRUE != compile_status)
DLOG(ERROR) << "CopyTextureCHROMIUM: shader compilation failure.";
#endif
}
void DeleteShader(GLuint shader) {
if (shader)
glDeleteShader(shader);
}
bool BindFramebufferTexture2D(GLenum target,
GLuint texture_id,
GLint level,
GLuint framebuffer) {
DCHECK(target == GL_TEXTURE_2D || target == GL_TEXTURE_RECTANGLE_ARB);
glActiveTexture(GL_TEXTURE0);
glBindTexture(target, texture_id);
// NVidia drivers require texture settings to be a certain way
// or they won't report FRAMEBUFFER_COMPLETE.
glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
glFramebufferTexture2DEXT(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, texture_id, level);
#ifndef NDEBUG
GLenum fb_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
if (GL_FRAMEBUFFER_COMPLETE != fb_status) {
DLOG(ERROR) << "CopyTextureCHROMIUM: Incomplete framebuffer.";
return false;
}
#endif
return true;
}
void DoCopyTexImage2D(const gpu::gles2::GLES2Decoder* decoder,
GLenum source_target,
GLuint source_id,
GLuint dest_id,
GLint dest_level,
GLenum dest_internal_format,
GLsizei width,
GLsizei height,
GLuint framebuffer) {
DCHECK(source_target == GL_TEXTURE_2D ||
source_target == GL_TEXTURE_RECTANGLE_ARB);
if (BindFramebufferTexture2D(
source_target, source_id, 0 /* level */, framebuffer)) {
glBindTexture(GL_TEXTURE_2D, dest_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);
glCopyTexImage2D(GL_TEXTURE_2D,
dest_level,
dest_internal_format,
0 /* x */,
0 /* y */,
width,
height,
0 /* border */);
}
decoder->RestoreTextureState(source_id);
decoder->RestoreTextureState(dest_id);
decoder->RestoreTextureUnitBindings(0);
decoder->RestoreActiveTexture();
decoder->RestoreFramebufferBindings();
}
} // namespace
namespace gpu {
CopyTextureCHROMIUMResourceManager::CopyTextureCHROMIUMResourceManager()
: initialized_(false),
vertex_shaders_(NUM_VERTEX_SHADERS, 0u),
fragment_shaders_(NUM_FRAGMENT_SHADERS, 0u),
buffer_id_(0u),
framebuffer_(0u) {}
CopyTextureCHROMIUMResourceManager::~CopyTextureCHROMIUMResourceManager() {
// |buffer_id_| and |framebuffer_| can be not-null because when GPU context is
// lost, this class can be deleted without releasing resources like
// GLES2DecoderImpl.
}
void CopyTextureCHROMIUMResourceManager::Initialize(
const gles2::GLES2Decoder* decoder) {
COMPILE_ASSERT(
kVertexPositionAttrib == 0u,
Position_attribs_must_be_0);
DCHECK(!buffer_id_);
DCHECK(!framebuffer_);
DCHECK(programs_.empty());
// Initialize all of the GPU resources required to perform the copy.
glGenBuffersARB(1, &buffer_id_);
glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
const GLfloat kQuadVertices[] = {-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f};
glBufferData(
GL_ARRAY_BUFFER, sizeof(kQuadVertices), kQuadVertices, GL_STATIC_DRAW);
glGenFramebuffersEXT(1, &framebuffer_);
decoder->RestoreBufferBindings();
initialized_ = true;
}
void CopyTextureCHROMIUMResourceManager::Destroy() {
if (!initialized_)
return;
glDeleteFramebuffersEXT(1, &framebuffer_);
framebuffer_ = 0;
std::for_each(vertex_shaders_.begin(), vertex_shaders_.end(), DeleteShader);
std::for_each(
fragment_shaders_.begin(), fragment_shaders_.end(), DeleteShader);
for (ProgramMap::const_iterator it = programs_.begin(); it != programs_.end();
++it) {
const ProgramInfo& info = it->second;
glDeleteProgram(info.program);
}
glDeleteBuffersARB(1, &buffer_id_);
buffer_id_ = 0;
}
void CopyTextureCHROMIUMResourceManager::DoCopyTexture(
const gles2::GLES2Decoder* decoder,
GLenum source_target,
GLuint source_id,
GLenum source_internal_format,
GLuint dest_id,
GLint dest_level,
GLenum dest_internal_format,
GLsizei width,
GLsizei height,
bool flip_y,
bool premultiply_alpha,
bool unpremultiply_alpha) {
bool premultiply_alpha_change = premultiply_alpha ^ unpremultiply_alpha;
// GL_INVALID_OPERATION is generated if the currently bound framebuffer's
// format does not contain a superset of the components required by the base
// format of internalformat.
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glCopyTexImage2D.xml
bool source_format_contain_superset_of_dest_format =
(source_internal_format == dest_internal_format &&
source_internal_format != GL_BGRA_EXT) ||
(source_internal_format == GL_RGBA && dest_internal_format == GL_RGB);
// GL_TEXTURE_RECTANGLE_ARB on FBO is supported by OpenGL, not GLES2,
// so restrict this to GL_TEXTURE_2D.
if (source_target == GL_TEXTURE_2D && !flip_y && !premultiply_alpha_change &&
source_format_contain_superset_of_dest_format) {
DoCopyTexImage2D(decoder,
source_target,
source_id,
dest_id,
dest_level,
dest_internal_format,
width,
height,
framebuffer_);
return;
}
// Use default transform matrix if no transform passed in.
const static GLfloat default_matrix[16] = {1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f};
DoCopyTextureWithTransform(decoder,
source_target,
source_id,
dest_id,
dest_level,
width,
height,
flip_y,
premultiply_alpha,
unpremultiply_alpha,
default_matrix);
}
void CopyTextureCHROMIUMResourceManager::DoCopyTextureWithTransform(
const gles2::GLES2Decoder* decoder,
GLenum source_target,
GLuint source_id,
GLuint dest_id,
GLint dest_level,
GLsizei width,
GLsizei height,
bool flip_y,
bool premultiply_alpha,
bool unpremultiply_alpha,
const GLfloat transform_matrix[16]) {
DCHECK(source_target == GL_TEXTURE_2D ||
source_target == GL_TEXTURE_RECTANGLE_ARB ||
source_target == GL_TEXTURE_EXTERNAL_OES);
if (!initialized_) {
DLOG(ERROR) << "CopyTextureCHROMIUM: Uninitialized manager.";
return;
}
VertexShaderId vertex_shader_id = GetVertexShaderId(flip_y);
DCHECK_LT(static_cast<size_t>(vertex_shader_id), vertex_shaders_.size());
FragmentShaderId fragment_shader_id = GetFragmentShaderId(
premultiply_alpha, unpremultiply_alpha, source_target);
DCHECK_LT(static_cast<size_t>(fragment_shader_id), fragment_shaders_.size());
ProgramMapKey key(vertex_shader_id, fragment_shader_id);
ProgramInfo* info = &programs_[key];
// Create program if necessary.
if (!info->program) {
info->program = glCreateProgram();
GLuint* vertex_shader = &vertex_shaders_[vertex_shader_id];
if (!*vertex_shader) {
*vertex_shader = glCreateShader(GL_VERTEX_SHADER);
CompileShader(*vertex_shader, vertex_shader_source[vertex_shader_id]);
}
glAttachShader(info->program, *vertex_shader);
GLuint* fragment_shader = &fragment_shaders_[fragment_shader_id];
if (!*fragment_shader) {
*fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
CompileShader(*fragment_shader,
fragment_shader_source[fragment_shader_id]);
}
glAttachShader(info->program, *fragment_shader);
glBindAttribLocation(info->program, kVertexPositionAttrib, "a_position");
glLinkProgram(info->program);
#ifndef NDEBUG
GLint linked;
glGetProgramiv(info->program, GL_LINK_STATUS, &linked);
if (!linked)
DLOG(ERROR) << "CopyTextureCHROMIUM: program link failure.";
#endif
info->matrix_handle = glGetUniformLocation(info->program, "u_matrix");
info->half_size_handle = glGetUniformLocation(info->program, "u_half_size");
info->sampler_handle = glGetUniformLocation(info->program, "u_sampler");
}
glUseProgram(info->program);
#ifndef NDEBUG
glValidateProgram(info->program);
GLint validation_status;
glGetProgramiv(info->program, GL_VALIDATE_STATUS, &validation_status);
if (GL_TRUE != validation_status) {
DLOG(ERROR) << "CopyTextureCHROMIUM: Invalid shader.";
return;
}
#endif
glUniformMatrix4fv(info->matrix_handle, 1, GL_FALSE, transform_matrix);
if (source_target == GL_TEXTURE_RECTANGLE_ARB)
glUniform2f(info->half_size_handle, width / 2.0f, height / 2.0f);
else
glUniform2f(info->half_size_handle, 0.5f, 0.5f);
if (BindFramebufferTexture2D(
GL_TEXTURE_2D, dest_id, dest_level, framebuffer_)) {
decoder->ClearAllAttributes();
glEnableVertexAttribArray(kVertexPositionAttrib);
glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glUniform1i(info->sampler_handle, 0);
glBindTexture(source_target, source_id);
glTexParameterf(source_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(source_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(source_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(source_target, 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);
glDisable(GL_BLEND);
glViewport(0, 0, width, height);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
decoder->RestoreAllAttributes();
decoder->RestoreTextureState(source_id);
decoder->RestoreTextureState(dest_id);
decoder->RestoreTextureUnitBindings(0);
decoder->RestoreActiveTexture();
decoder->RestoreProgramBindings();
decoder->RestoreBufferBindings();
decoder->RestoreFramebufferBindings();
decoder->RestoreGlobalState();
}
} // namespace gpu