| // Copyright 2014 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_clear_framebuffer.h" | 
 |  | 
 | #include "gpu/command_buffer/service/gl_utils.h" | 
 | #include "gpu/command_buffer/service/gles2_cmd_decoder.h" | 
 | #include "ui/gfx/geometry/size.h" | 
 |  | 
 | namespace { | 
 |  | 
 | #define SHADER(src)            \ | 
 |   "#ifdef GL_ES\n"             \ | 
 |   "precision mediump float;\n" \ | 
 |   "#endif\n" #src | 
 |  | 
 | const char* g_vertex_shader_source = { | 
 |   SHADER( | 
 |     uniform float u_clear_depth; | 
 |     attribute vec4 a_position; | 
 |     void main(void) { | 
 |       gl_Position = vec4(a_position.x, a_position.y, u_clear_depth, 1.0); | 
 |     } | 
 |   ), | 
 | }; | 
 |  | 
 | const char* g_fragment_shader_source = { | 
 |   SHADER( | 
 |     uniform vec4 u_clear_color; | 
 |     void main(void) { | 
 |       gl_FragColor = u_clear_color; | 
 |     } | 
 |   ), | 
 | }; | 
 |  | 
 | void CompileShader(GLuint shader, const char* shader_source) { | 
 |   glShaderSource(shader, 1, &shader_source, 0); | 
 |   glCompileShader(shader); | 
 | #if DCHECK_IS_ON() | 
 |   GLint compile_status = GL_FALSE; | 
 |   glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status); | 
 |   if (GL_TRUE != compile_status) { | 
 |     char buffer[1024]; | 
 |     GLsizei length = 0; | 
 |     glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer); | 
 |     std::string log(buffer, length); | 
 |     DLOG(ERROR) << "Error compiling shader: " << log; | 
 |     DLOG(ERROR) << "Shader compilation failure."; | 
 |   } | 
 | #endif | 
 | } | 
 |  | 
 | }  // namespace | 
 |  | 
 | namespace gpu { | 
 | namespace gles2 { | 
 |  | 
 | ClearFramebufferResourceManager::ClearFramebufferResourceManager( | 
 |     const gles2::GLES2Decoder* decoder) | 
 |     : initialized_(false), program_(0u), buffer_id_(0u) { | 
 |   Initialize(decoder); | 
 | } | 
 |  | 
 | ClearFramebufferResourceManager::~ClearFramebufferResourceManager() { | 
 |   Destroy(); | 
 |   DCHECK(!buffer_id_); | 
 | } | 
 |  | 
 | void ClearFramebufferResourceManager::Initialize( | 
 |     const gles2::GLES2Decoder* decoder) { | 
 |   static_assert( | 
 |       kVertexPositionAttrib == 0u, | 
 |       "kVertexPositionAttrib must be 0"); | 
 |   DCHECK(!buffer_id_); | 
 |  | 
 |   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); | 
 |   decoder->RestoreBufferBindings(); | 
 |   initialized_ = true; | 
 | } | 
 |  | 
 | void ClearFramebufferResourceManager::Destroy() { | 
 |   if (!initialized_) | 
 |     return; | 
 |  | 
 |   glDeleteProgram(program_); | 
 |   glDeleteBuffersARB(1, &buffer_id_); | 
 |   buffer_id_ = 0; | 
 | } | 
 |  | 
 | void ClearFramebufferResourceManager::ClearFramebuffer( | 
 |     const gles2::GLES2Decoder* decoder, | 
 |     const gfx::Size& max_viewport_size, | 
 |     GLbitfield mask, | 
 |     GLfloat clear_color_red, | 
 |     GLfloat clear_color_green, | 
 |     GLfloat clear_color_blue, | 
 |     GLfloat clear_color_alpha, | 
 |     GLfloat clear_depth_value, | 
 |     GLint clear_stencil_value) { | 
 |   if (!initialized_) { | 
 |     DLOG(ERROR) << "Uninitialized manager."; | 
 |     return; | 
 |   } | 
 |  | 
 |   if (!program_) { | 
 |     program_ = glCreateProgram(); | 
 |     GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); | 
 |     CompileShader(vertex_shader, g_vertex_shader_source); | 
 |     glAttachShader(program_, vertex_shader); | 
 |     GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | 
 |     CompileShader(fragment_shader, g_fragment_shader_source); | 
 |     glAttachShader(program_, fragment_shader); | 
 |     glBindAttribLocation(program_, kVertexPositionAttrib, "a_position"); | 
 |     glLinkProgram(program_); | 
 | #if DCHECK_IS_ON() | 
 |     GLint linked = GL_FALSE; | 
 |     glGetProgramiv(program_, GL_LINK_STATUS, &linked); | 
 |     if (GL_TRUE != linked) | 
 |       DLOG(ERROR) << "Program link failure."; | 
 | #endif | 
 |     depth_handle_ = glGetUniformLocation(program_, "u_clear_depth"); | 
 |     color_handle_ = glGetUniformLocation(program_, "u_clear_color"); | 
 |     glDeleteShader(fragment_shader); | 
 |     glDeleteShader(vertex_shader); | 
 |   } | 
 |   glUseProgram(program_); | 
 |  | 
 | #if DCHECK_IS_ON() | 
 |   glValidateProgram(program_); | 
 |   GLint validation_status = GL_FALSE; | 
 |   glGetProgramiv(program_, GL_VALIDATE_STATUS, &validation_status); | 
 |   if (GL_TRUE != validation_status) | 
 |     DLOG(ERROR) << "Invalid shader."; | 
 | #endif | 
 |  | 
 |   decoder->ClearAllAttributes(); | 
 |   glEnableVertexAttribArray(kVertexPositionAttrib); | 
 |  | 
 |   glBindBuffer(GL_ARRAY_BUFFER, buffer_id_); | 
 |   glVertexAttribPointer(kVertexPositionAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); | 
 |  | 
 |   glUniform1f(depth_handle_, clear_depth_value); | 
 |   glUniform4f(color_handle_, clear_color_red, clear_color_green, | 
 |               clear_color_blue, clear_color_alpha); | 
 |  | 
 |   if (!(mask & GL_COLOR_BUFFER_BIT)) { | 
 |     glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); | 
 |   } | 
 |  | 
 |   if (mask & GL_DEPTH_BUFFER_BIT) { | 
 |     glEnable(GL_DEPTH_TEST); | 
 |     glDepthFunc(GL_ALWAYS); | 
 |   } else { | 
 |     glDisable(GL_DEPTH_TEST); | 
 |     glDepthMask(GL_FALSE); | 
 |   } | 
 |  | 
 |   if (mask & GL_STENCIL_BUFFER_BIT) { | 
 |     glEnable(GL_STENCIL_TEST); | 
 |     glStencilFunc(GL_ALWAYS, clear_stencil_value, 0xFF); | 
 |     glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); | 
 |   } else { | 
 |     glDisable(GL_STENCIL_TEST); | 
 |     glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); | 
 |     glStencilMask(0); | 
 |   } | 
 |  | 
 |   glDisable(GL_CULL_FACE); | 
 |   glDisable(GL_BLEND); | 
 |   glDisable(GL_POLYGON_OFFSET_FILL); | 
 |  | 
 |   glViewport(0, 0, max_viewport_size.width(), max_viewport_size.height()); | 
 |   glDrawArrays(GL_TRIANGLE_FAN, 0, 4); | 
 |  | 
 |   decoder->RestoreAllAttributes(); | 
 |   decoder->RestoreProgramBindings(); | 
 |   decoder->RestoreBufferBindings(); | 
 |   decoder->RestoreGlobalState(); | 
 | } | 
 |  | 
 | }  // namespace gles2 | 
 | }  // namespace gpu |