| // Copyright 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 "config.h" |
| |
| #include "TextureCopier.h" |
| |
| #include "CCRendererGL.h" // For the GLC() macro. |
| #include "GraphicsContext3D.h" |
| #include "TraceEvent.h" |
| #include <public/WebGraphicsContext3D.h> |
| |
| namespace cc { |
| |
| #if USE(ACCELERATED_COMPOSITING) |
| AcceleratedTextureCopier::AcceleratedTextureCopier(WebKit::WebGraphicsContext3D* context, bool usingBindUniforms) |
| : m_context(context) |
| , m_usingBindUniforms(usingBindUniforms) |
| { |
| ASSERT(m_context); |
| GLC(m_context, m_fbo = m_context->createFramebuffer()); |
| GLC(m_context, m_positionBuffer = m_context->createBuffer()); |
| |
| static const float kPositions[4][4] = { |
| {-1, -1, 0, 1}, |
| { 1, -1, 0, 1}, |
| { 1, 1, 0, 1}, |
| {-1, 1, 0, 1} |
| }; |
| |
| GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, m_positionBuffer)); |
| GLC(m_context, m_context->bufferData(GraphicsContext3D::ARRAY_BUFFER, sizeof(kPositions), kPositions, GraphicsContext3D::STATIC_DRAW)); |
| GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0)); |
| |
| m_blitProgram = adoptPtr(new BlitProgram(m_context)); |
| } |
| |
| AcceleratedTextureCopier::~AcceleratedTextureCopier() |
| { |
| if (m_blitProgram) |
| m_blitProgram->cleanup(m_context); |
| if (m_positionBuffer) |
| GLC(m_context, m_context->deleteBuffer(m_positionBuffer)); |
| if (m_fbo) |
| GLC(m_context, m_context->deleteFramebuffer(m_fbo)); |
| } |
| |
| void AcceleratedTextureCopier::copyTexture(Parameters parameters) |
| { |
| TRACE_EVENT0("cc", "TextureCopier::copyTexture"); |
| |
| // Note: this code does not restore the viewport, bound program, 2D texture, framebuffer, buffer or blend enable. |
| GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_fbo)); |
| GLC(m_context, m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, parameters.destTexture, 0)); |
| |
| #if OS(ANDROID) |
| // Clear destination to improve performance on tiling GPUs. |
| // TODO: Use EXT_discard_framebuffer or skip clearing if it isn't available. |
| GLC(m_context, m_context->clear(GraphicsContext3D::COLOR_BUFFER_BIT)); |
| #endif |
| |
| GLC(m_context, m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, parameters.sourceTexture)); |
| GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::NEAREST)); |
| GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::NEAREST)); |
| |
| if (!m_blitProgram->initialized()) |
| m_blitProgram->initialize(m_context, m_usingBindUniforms); |
| |
| // TODO: Use EXT_framebuffer_blit if available. |
| GLC(m_context, m_context->useProgram(m_blitProgram->program())); |
| |
| const int kPositionAttribute = 0; |
| GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, m_positionBuffer)); |
| GLC(m_context, m_context->vertexAttribPointer(kPositionAttribute, 4, GraphicsContext3D::FLOAT, false, 0, 0)); |
| GLC(m_context, m_context->enableVertexAttribArray(kPositionAttribute)); |
| GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0)); |
| |
| GLC(m_context, m_context->viewport(0, 0, parameters.size.width(), parameters.size.height())); |
| GLC(m_context, m_context->disable(GraphicsContext3D::BLEND)); |
| GLC(m_context, m_context->drawArrays(GraphicsContext3D::TRIANGLE_FAN, 0, 4)); |
| |
| GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR)); |
| GLC(m_context, m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR)); |
| GLC(m_context, m_context->disableVertexAttribArray(kPositionAttribute)); |
| |
| GLC(m_context, m_context->useProgram(0)); |
| |
| GLC(m_context, m_context->framebufferTexture2D(GraphicsContext3D::FRAMEBUFFER, GraphicsContext3D::COLOR_ATTACHMENT0, GraphicsContext3D::TEXTURE_2D, 0, 0)); |
| GLC(m_context, m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0)); |
| GLC(m_context, m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, 0)); |
| } |
| |
| void AcceleratedTextureCopier::flush() |
| { |
| GLC(m_context, m_context->flush()); |
| } |
| |
| } |
| |
| #endif // USE(ACCELERATED_COMPOSITING) |