blob: 17d841d8eb1b43a3382be5a5fc20f976af5055ba [file] [log] [blame]
// Copyright (c) 2013 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 "content/common/gpu/stream_texture_android.h"
#include <string.h>
#include "base/bind.h"
#include "base/strings/stringize_macros.h"
#include "content/common/android/surface_texture_peer.h"
#include "content/common/gpu/gpu_channel.h"
#include "content/common/gpu/gpu_messages.h"
#include "gpu/command_buffer/service/context_group.h"
#include "gpu/command_buffer/service/context_state.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
#include "gpu/command_buffer/service/texture_manager.h"
#include "ui/gfx/geometry/size.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_helper.h"
#include "ui/gl/scoped_binders.h"
#include "ui/gl/scoped_make_current.h"
namespace content {
using gpu::gles2::ContextGroup;
using gpu::gles2::GLES2Decoder;
using gpu::gles2::TextureManager;
using gpu::gles2::TextureRef;
// static
bool StreamTexture::Create(GpuCommandBufferStub* owner_stub,
uint32_t client_texture_id,
int stream_id) {
GLES2Decoder* decoder = owner_stub->decoder();
TextureManager* texture_manager =
decoder->GetContextGroup()->texture_manager();
TextureRef* texture = texture_manager->GetTexture(client_texture_id);
if (texture && (!texture->texture()->target() ||
texture->texture()->target() == GL_TEXTURE_EXTERNAL_OES)) {
// TODO: Ideally a valid image id was returned to the client so that
// it could then call glBindTexImage2D() for doing the following.
scoped_refptr<gl::GLImage> gl_image(
new StreamTexture(owner_stub, stream_id, texture->service_id()));
gfx::Size size = gl_image->GetSize();
texture_manager->SetTarget(texture, GL_TEXTURE_EXTERNAL_OES);
texture_manager->SetLevelInfo(texture, GL_TEXTURE_EXTERNAL_OES, 0, GL_RGBA,
size.width(), size.height(), 1, 0, GL_RGBA,
GL_UNSIGNED_BYTE, gfx::Rect(size));
texture_manager->SetLevelImage(texture, GL_TEXTURE_EXTERNAL_OES, 0,
gl_image.get(),
gpu::gles2::Texture::UNBOUND);
return true;
}
return false;
}
StreamTexture::StreamTexture(GpuCommandBufferStub* owner_stub,
int32_t route_id,
uint32_t texture_id)
: surface_texture_(gfx::SurfaceTexture::Create(texture_id)),
size_(0, 0),
has_valid_frame_(false),
has_pending_frame_(false),
owner_stub_(owner_stub),
route_id_(route_id),
has_listener_(false),
texture_id_(texture_id),
framebuffer_(0),
vertex_shader_(0),
fragment_shader_(0),
program_(0),
vertex_buffer_(0),
u_xform_location_(-1),
weak_factory_(this) {
owner_stub->AddDestructionObserver(this);
memset(current_matrix_, 0, sizeof(current_matrix_));
owner_stub->channel()->AddRoute(route_id, this);
surface_texture_->SetFrameAvailableCallback(base::Bind(
&StreamTexture::OnFrameAvailable, weak_factory_.GetWeakPtr()));
}
StreamTexture::~StreamTexture() {
if (owner_stub_) {
owner_stub_->RemoveDestructionObserver(this);
owner_stub_->channel()->RemoveRoute(route_id_);
}
}
void StreamTexture::OnWillDestroyStub() {
owner_stub_->RemoveDestructionObserver(this);
owner_stub_->channel()->RemoveRoute(route_id_);
if (framebuffer_) {
scoped_ptr<ui::ScopedMakeCurrent> scoped_make_current(MakeStubCurrent());
glDeleteProgram(program_);
glDeleteShader(vertex_shader_);
glDeleteShader(fragment_shader_);
glDeleteBuffersARB(1, &vertex_buffer_);
glDeleteFramebuffersEXT(1, &framebuffer_);
program_ = 0;
vertex_shader_ = 0;
fragment_shader_ = 0;
vertex_buffer_ = 0;
framebuffer_ = 0;
u_xform_location_ = -1;
}
owner_stub_ = NULL;
// If the owner goes away, there is no need to keep the SurfaceTexture around.
// The GL texture will keep working regardless with the currently bound frame.
surface_texture_ = NULL;
}
void StreamTexture::Destroy(bool have_context) {
NOTREACHED();
}
scoped_ptr<ui::ScopedMakeCurrent> StreamTexture::MakeStubCurrent() {
scoped_ptr<ui::ScopedMakeCurrent> scoped_make_current;
bool needs_make_current =
!owner_stub_->decoder()->GetGLContext()->IsCurrent(NULL);
// On Android we should not have to perform a real context switch here when
// using virtual contexts.
DCHECK(!needs_make_current ||
!owner_stub_->decoder()
->GetContextGroup()
->feature_info()
->workarounds()
.use_virtualized_gl_contexts);
if (needs_make_current) {
scoped_make_current.reset(new ui::ScopedMakeCurrent(
owner_stub_->decoder()->GetGLContext(), owner_stub_->surface()));
}
return scoped_make_current;
}
void StreamTexture::UpdateTexImage() {
DCHECK(surface_texture_.get());
DCHECK(owner_stub_);
if (!has_pending_frame_) return;
scoped_ptr<ui::ScopedMakeCurrent> scoped_make_current(MakeStubCurrent());
surface_texture_->UpdateTexImage();
has_valid_frame_ = true;
has_pending_frame_ = false;
float mtx[16];
surface_texture_->GetTransformMatrix(mtx);
if (memcmp(current_matrix_, mtx, sizeof(mtx)) != 0) {
memcpy(current_matrix_, mtx, sizeof(mtx));
if (has_listener_) {
GpuStreamTextureMsg_MatrixChanged_Params params;
memcpy(&params.m00, mtx, sizeof(mtx));
owner_stub_->channel()->Send(
new GpuStreamTextureMsg_MatrixChanged(route_id_, params));
}
}
if (scoped_make_current.get()) {
// UpdateTexImage() implies glBindTexture().
// The cmd decoder takes care of restoring the binding for this GLImage as
// far as the current context is concerned, but if we temporarily change
// it, we have to keep the state intact in *that* context also.
const gpu::gles2::ContextState* state =
owner_stub_->decoder()->GetContextState();
const gpu::gles2::TextureUnit& active_unit =
state->texture_units[state->active_texture_unit];
glBindTexture(GL_TEXTURE_EXTERNAL_OES,
active_unit.bound_texture_external_oes.get()
? active_unit.bound_texture_external_oes->service_id()
: 0);
}
}
bool StreamTexture::CopyTexImage(unsigned target) {
if (target == GL_TEXTURE_2D) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size_.width(), size_.height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
return CopyTexSubImage(GL_TEXTURE_2D, gfx::Point(), gfx::Rect(size_));
}
if (target != GL_TEXTURE_EXTERNAL_OES)
return false;
if (!owner_stub_ || !surface_texture_.get())
return true;
GLint texture_id;
glGetIntegerv(GL_TEXTURE_BINDING_EXTERNAL_OES, &texture_id);
DCHECK(texture_id);
// The following code only works if we're being asked to copy into
// |texture_id_|. Copying into a different texture is not supported.
if (static_cast<unsigned>(texture_id) != texture_id_)
return false;
UpdateTexImage();
TextureManager* texture_manager =
owner_stub_->decoder()->GetContextGroup()->texture_manager();
gpu::gles2::Texture* texture =
texture_manager->GetTextureForServiceId(texture_id_);
if (texture) {
// By setting image state to UNBOUND instead of COPIED we ensure that
// CopyTexImage() is called each time the surface texture is used for
// drawing.
texture->SetLevelImage(GL_TEXTURE_EXTERNAL_OES, 0, this,
gpu::gles2::Texture::UNBOUND);
}
return true;
}
void StreamTexture::OnFrameAvailable() {
has_pending_frame_ = true;
if (has_listener_ && owner_stub_) {
owner_stub_->channel()->Send(
new GpuStreamTextureMsg_FrameAvailable(route_id_));
}
}
gfx::Size StreamTexture::GetSize() {
return size_;
}
unsigned StreamTexture::GetInternalFormat() {
return GL_RGBA;
}
bool StreamTexture::OnMessageReceived(const IPC::Message& message) {
bool handled = true;
IPC_BEGIN_MESSAGE_MAP(StreamTexture, message)
IPC_MESSAGE_HANDLER(GpuStreamTextureMsg_StartListening, OnStartListening)
IPC_MESSAGE_HANDLER(GpuStreamTextureMsg_EstablishPeer, OnEstablishPeer)
IPC_MESSAGE_HANDLER(GpuStreamTextureMsg_SetSize, OnSetSize)
IPC_MESSAGE_UNHANDLED(handled = false)
IPC_END_MESSAGE_MAP()
DCHECK(handled);
return handled;
}
void StreamTexture::OnStartListening() {
DCHECK(!has_listener_);
has_listener_ = true;
}
void StreamTexture::OnEstablishPeer(int32_t primary_id, int32_t secondary_id) {
if (!owner_stub_)
return;
base::ProcessHandle process = owner_stub_->channel()->GetClientPID();
SurfaceTexturePeer::GetInstance()->EstablishSurfaceTexturePeer(
process, surface_texture_, primary_id, secondary_id);
}
bool StreamTexture::BindTexImage(unsigned target) {
NOTREACHED();
return false;
}
void StreamTexture::ReleaseTexImage(unsigned target) {
NOTREACHED();
}
bool StreamTexture::CopyTexSubImage(unsigned target,
const gfx::Point& offset,
const gfx::Rect& rect) {
if (target != GL_TEXTURE_2D)
return false;
if (!owner_stub_ || !surface_texture_.get())
return true;
if (!offset.IsOrigin()) {
LOG(ERROR) << "Non-origin offset is not supported";
return false;
}
if (rect != gfx::Rect(size_)) {
LOG(ERROR) << "Sub-rectangle is not supported";
return false;
}
GLint target_texture = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &target_texture);
DCHECK(target_texture);
UpdateTexImage();
if (!framebuffer_) {
glGenFramebuffersEXT(1, &framebuffer_);
// This vertex shader introduces a y flip before applying the stream
// texture matrix. This is required because the stream texture matrix
// Android provides is intended to be used in a y-up coordinate system,
// whereas Chromium expects y-down.
// clang-format off
const char kVertexShader[] = STRINGIZE(
attribute vec2 a_position;
varying vec2 v_texCoord;
uniform mat4 u_xform;
void main() {
gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0);
vec2 uv_untransformed = a_position * vec2(0.5, -0.5) + vec2(0.5, 0.5);
v_texCoord = (u_xform * vec4(uv_untransformed, 0.0, 1.0)).xy;
}
);
const char kFragmentShader[] =
"#extension GL_OES_EGL_image_external : require\n" STRINGIZE(
precision mediump float;
uniform samplerExternalOES a_texture;
varying vec2 v_texCoord;
void main() {
gl_FragColor = texture2D(a_texture, v_texCoord);
}
);
// clang-format on
vertex_buffer_ = gfx::GLHelper::SetupQuadVertexBuffer();
vertex_shader_ = gfx::GLHelper::LoadShader(GL_VERTEX_SHADER, kVertexShader);
fragment_shader_ =
gfx::GLHelper::LoadShader(GL_FRAGMENT_SHADER, kFragmentShader);
program_ = gfx::GLHelper::SetupProgram(vertex_shader_, fragment_shader_);
gfx::ScopedUseProgram use_program(program_);
int sampler_location = glGetUniformLocation(program_, "a_texture");
DCHECK_NE(-1, sampler_location);
glUniform1i(sampler_location, 0);
u_xform_location_ = glGetUniformLocation(program_, "u_xform");
DCHECK_NE(-1, u_xform_location_);
}
gfx::ScopedActiveTexture active_texture(GL_TEXTURE0);
// UpdateTexImage() call below will bind the surface texture to
// TEXTURE_EXTERNAL_OES. This scoped texture binder will restore the current
// binding before this function returns.
gfx::ScopedTextureBinder texture_binder(GL_TEXTURE_EXTERNAL_OES, texture_id_);
{
gfx::ScopedFrameBufferBinder framebuffer_binder(framebuffer_);
gfx::ScopedViewport viewport(0, 0, size_.width(), size_.height());
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, target_texture, 0);
DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER));
gfx::ScopedUseProgram use_program(program_);
glUniformMatrix4fv(u_xform_location_, 1, false, current_matrix_);
gfx::GLHelper::DrawQuad(vertex_buffer_);
// Detach the output texture from the fbo.
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, 0, 0);
}
return true;
}
bool StreamTexture::ScheduleOverlayPlane(gfx::AcceleratedWidget widget,
int z_order,
gfx::OverlayTransform transform,
const gfx::Rect& bounds_rect,
const gfx::RectF& crop_rect) {
NOTREACHED();
return false;
}
void StreamTexture::OnMemoryDump(base::trace_event::ProcessMemoryDump* pmd,
uint64_t process_tracing_id,
const std::string& dump_name) {
// TODO(ericrk): Add OnMemoryDump for GLImages. crbug.com/514914
}
} // namespace content